[00617][HOI4 Diary]1.4 "Oak" Changlog sneak peek
HOI4
[TOC]
Hi everyone, since release of 1.4 Oak and Death or Dishonor DLC is on Wednesday I figure we do the dev diary today instead so you get the chance to check out the changelog before release.
嗨大家好,既然1.4和DoD的DLC周三就要发布了,那么我们索性提早公布更新日志把,这样你也能早一点看到。
Here is a short outtake of the biggest changes/stuff we felt we needed to make sure you saw:
之后是一些值得一提的改变。之后会列出一些无关痛痒的小改动
Free Features & Important (免费更新的内容以及重要改动)
- All new air controls and interfaces including new air combat screen
- 全新的空战界面
- Air missions and wings now visible and selectable on map with ranges etc
- 空军任务和空军部队可以直接在大地图框选
- Radar now more visible with ranges on map that can be toggled
- 雷达范围可见
- Added possibility to rename air wings and added historical naming schemes to most nations
- 空军可以重命名。主要国家会有自带历史命名
- Its now possible to stop being capitulated by getting back to 90% and recovering your capital. Rules show on war participant items when they have the capitulate icon up.
- 投降后通过收复失地把投降进度下降到10%以下并且收复首都可以复国。
- Grabbing territory occupied by others in peace conferences now much more expensive
- 和平会议上索要被其他 (国家?阵营?这里没提及,但是以前的日志说的是阵营)占领的区域会非常昂贵
- Several changes to map and strategic areas for better play
- 为了增加游戏性,添加了几处地图改动
- New impassable borders and areas (Sahara) making warfare in certain parts of the world much more interesting
- 一些地区陆军无法通过
- Updated interfaces for War overview. Now with more casualties, strength and industry shown
- 战争分数界面更新,显示更详细的伤亡,强度和工业实力
- Updated interface for Trade for easier overview and easier checking of convoys
- 交易界面简
For the rest you'll need to expand the spoiler below to read whole list (watch out, its long!)
之后是剩下的所有
DoD DLC功能
- New focus trees, generals, companies, and ministers for Romania, Hungary, Czechoslovakia and Yugoslavia including alternate history paths.
- 罗马尼亚,匈牙利,捷克斯洛伐克和南斯拉夫有自己的国家焦点。更新将领,顾问和公司。
- New 3d models for vehicles, planes and infantry as well as accompanying 2d art for the new nations
- 以上国家还会有新的飞机,坦克以及步兵的3d建模和2d立绘
- 3 new war themed music tracks by composer Andreas Waldetoft
- 3首由Andreas Waldetoft作曲的新的战争主题曲
- Voice over sounds for infantry units in Czechoslovakia, Romania and Hungary
- 捷克斯洛伐克,罗马尼亚和匈牙利有自己的陆军语音
- You can now License Produce equipment from other nations
- 可以从其他国家购买生产许可
- Added Equipment conversion ability on production lines that allow you to convert older equipment to newer and/or self-propelled models
- 可以进行装备的转化
- Added 2 new industry techs that allow you to improve conversion efficiency
- 增加两个工业科技提升转化效率
- New subject levels for fascist nations: Satellite, Reichsprotectorate and Reichskommisariat
- 为轴心国增加了自己的附庸:卫星国,保护国和Reichskommisariat
- Added 10 new achievements
- 增加了10个新成就
AI
- Made AI not bother with fallback orders if the area they would be defending is tiny. Makes the AI better at pushing after landing a naval invasion.
- 防守区域太小的话AI就不会撤退了。AI在登录后的进攻会更加积极
- Made unitcontroller units more decisive in where they are going, as well as various tweaks and fixes to reduce shuffling.
- 战线上的部队尽量不要乱跑
- Significant improvements to front balancing( Units should be far less likely to abandon parts of the front and far better at spreading units out across the front )
- 让战线的分布更加科学。部队不会放弃战线乱跑
- Units controlled by the front should now cancel orders that are heading towards provinces that are no longer part of the front
- 安排到前线的部队会取消往非前线省份移动的命令
- Fixed bug that would cause units to get very poorly assigned when an attack order auto splits ( for instance when it reaches its target at a province at the center of the order )
- 修正了一个在攻击行动开始后部队没有被合理的分配的bug
- Improved AI focus a little bit, making idea evaluation a little better.
- 优化了AI的国家焦点选择
- Tweaked what it means for a front to have the same value for highest and lowest prio score. Used to cause some fronts to never move.
- 修改了AI对前线权重的把握。高权重地区和低权重地区会有同样的重要性,这样有些部队就不会移动了。
- Made sure the AI is not trying to upgrade specialist templates before it has the tech.
- 确保AI不会在研发科技前升级他们的模板
- Removed mobile template designs, because the AI cannot handle them properly.
- 删除了机动部队模板。因为AI没有能力去修改他们。
- Found and fixed an issue that could lead to AI not assigning units to a plan.
- 修复了AI没有把部队部署入计划的bug
- Found and fixed some rare situational plan activation bugs.
- 修复了一些基本不会发生的计划激活bug
- Fixed to pretty nasty issues with plan activation that caused France to act dumber than usual and charge across the Maginot line again.
- 修正了在某些极端情况下法国会把部队撤离玛奇诺防线然后再部署回去的bug
- Fixed major booboo that cause AI to often just redraw attack plans
- booboo是啥?大概是bug把。。修复了AI经常取消进攻命令的bug
- AI now rebuilds attack plans if they are almost done and getting stuck
- AI现在会在快要完成计划或者计划受阻的情况下重新规划
- Fixed issue with SOV putting an anti tank battalion in their infantry divisions
- 修复了苏联把反坦营加入步兵师的bug
- Made sure AI does not convert equipment, for now. AI is better off using what it has than trying to optimize through conversion.
- AI现在不会进行装备的转化
- Tweaked what AI sees as an easy target and weak units for better front activation
- 修改了AI对地方前线部队弱点的判断
- Overhauled AI plan activation and mode setting.
- 重做了AI对计划执行激活的判断,并且支持mod
- Fixed mistake in AI fortification evaluation for plan activation, and made them better at taking advantage of weaknesses in fortified enemy fronts.
- 修复了AI对对方堡垒的判断。现在他们会从弱点下手了
- AI will now respect impassable borders when drawing plans.
- AI在画线的时候会考虑无法通过的区域
- Fixed a case of redundant unit shuffle.
- 修复了部队乱跑的问题
- Implemented scriptable production prio per template target.
- 增加了模板生产优先级的mod选项
- Made sure 4 hour rule applies when changing attack target.
- 确保进攻时遵守4小时进攻原则
- Tons of AI template design bugfixes, improvements and tweaks in both code and script for many of the majors, as well as in the general script for other countries.
- 无数的AI模板的修复,优化以及修改。
- Integrated logic for adding battalions together with replace so both options are evaluated at the same time.
- 继承了添加营和替换营的逻辑选择。
- Found a mistake in template match calculation and fixed it. Now seem 100% solid.
- 修复了一个模板选择计算的bug。现在已经100%没问题了
- AI non capital area garrison order no longer guards the whole coast.
- AI在非首都地区的驻防部队不会防守整个海岸线了
- Fixed bug in template match score calculation that could cause some countries to get stuck and not develop any new templates.
- 修复了模板适配分数计算的问题。之前可能有些国家会卡死而不开发新模板
- Made sure rounding error does not break unit distribution on fronts.
- 确保取整不会对前线部队分配产生影响
- Tweaked port building desire based on AI naval focus.
- 修改了对海军重视程度不同的AI对建造港口的动力
- AI production tweaks taking role changes into account.
- AI在建造部队的时候会考虑进类
- Germany and Soviet are now able to field anti armor divisions.
- 德国和苏联现在会生产坦歼了
- Soviet and Germany should now prioritize tank destroyer technology as they are facing enemies with increasing armor.
- 德国和苏联会优先提升坦歼的科技等级
- Added first pass anti armor roles for Germany and Soviet as well as AI test scripts for it.
- 为德国和苏联添加反坦克类
- Implemented caching of armor and piercing values per country as well as intel functions to get some of them (others can be added as needed, but keeping).
- AI会通过情报能力记录每个国家的装甲厚度和穿甲能力。
- Tiny change in AI personality; being hostile towards someone now also means they want to weaken them.
- AI个性小修:对某国不友好表明AI想削弱这个国家
- Made custom icons for AI templates scriptable.
- AI的模板可以通过mod增加个性化图标
- Increased priority for infantry expert for Japan.
- 增加日本对陆军的重视
- Trying out Japan starting out doing army primacy.
- 日本开局会点重视军队
- AI can handle reinforce priority better when designing templates.
- AI在设计模板的时候能更好的选择增援优先级了
- It is now possible to script reinforcement prio for AI templates, and the AI can handle it.
- 可以在mod中添加模板的增援优先级
- Rather drastic changes that effect how many troops end up in Africa.
- 修复了AI太重视非洲的问题
- Fixed bug in AI deciding on which templates are best for production.
- 修复了AI选择生产模板的bug
- Improved unitcontroller front shuffling when fighting.
- 优化了对前线部队的控制
- Improved distance factor for unitcontroller handling fronts during wars.
- 优化了前线部队对距离的判断
- Germany no longer loves spending time on motorized.
- 德国不会那么重视摩化部队
- Improved Germany AI garrisn template.
- 优化了德国的卫戍师模板
- Improved AI garrison template design. AI now badly wants to assign garrison units to garrison orders and will avoid assigning armor to garrison or naval invasion orders.
- 优化了AI对卫戍模板的设计。AI现在会把卫戍部队部署卫戍任务。并且不太会把装甲部队和卫戍部队参与海军入侵计划
- Separated strategies for building ships, airplanes and land units in order to make saves work with roles
- 海陆空三军建设时候的策略现在分离了
- Added trigger for if AI has fielded divisions of a certain role for AI testing and template scripting.
- 增加了AI对已经部署的类或者模板的监控
- Germany should now be able to design and field garrison units.
- 德国现在可以设计和部署卫戍部队了
- Template roles should now be saved along with deployment lines (they get assigned one to make sure the ount per role to build is proper.)
- 类现在会被保存入部署线
- AI template design progression now works as earlier, but locked within role.
- AI对模板的设计跟之前一样,不过只会在类的范围内修改了
- Roles now exist in upgrading templates and deployment.
- 类存在于模板的升级和部署
- The AI should now be sending and recalling expeditionaries intelligently.
- AI会更加聪明的收发远征军
- Removed silly AI code that could potentially lead to AI only front shuffling.
- 修改了AI,让前线部队不会乱跑了
- Fixed the bug when air ai would not deploy any air wings if no airwings deployed already
- 修复了没有空军被部署的情况下,ai不部署空军的bug
- Fixed the bug when air AI was too focus on naval air superiority rather than getting air superiority in land combat areas
- 修复了ai过于重视海面上的空优的bug
- Fixed the bug when air AI prioritized own units on friendly territory, rather own units on own territory
- 修复了AI过于重视友军领土上的本国军队的bug
- Now AI logic for request and recieve lend-lease equipment should be consistent with each other
- AI对组建的判断现在应该都一样了
- tweaked China's templates so they try to aim for something less industrially costly until strong enough (burn manpower!)
- 修改了中国的模板。现在他们在工业崛起前不会建造需要很多工业能力的模板了
- fixed a case where AI would manage to sneek in nations it didnt actualy want in factions (like finland in axis too early) just because it really really really hated their opponents
- 修复了AI因为帝国压力而加入不适合的阵营的问题,比如芬兰过早入轴
- fixed a case where ai would jump on total mobilization despite having low manpower laws and ruinign their reinforcement (probably only ever happened for big nations like china)
- 修复了AI不顾人力法案切总动员的bug
- added separate ai scoring bonus for ahead of time techs so they better take advantage of them
- 修改了AI对超前科技研发的判断。
- Units that already have good positions on the front are no longer considered for moving along the front
- 前线部队不会乱跑了
- Fixed bug that could cause units to take a naval path to nearby provinces they could just walk too.
- 修改了一些部队去近距离省份的时候走海路的bug
- Fixed bug that could cause units to cancel their move orders when they shouldn't.
- 修复了部队莫名取消命令的bug
- Scripted higher prio for economic and manpower laws.
- ai对法案的选择可以mod了
- AI will ignore historical list when looking for focus to bypass.
- AI在选择可以跳过的国策时会无视历史路线
- Fixed case where AI could get stuck researching if only single techs were queued and they were not possible to research
- 修复了某些情况AI的科技队列中只有一个无法研究的科技而导致研究槽卡死的bug
- Fixed an issue where AI would queue up tech targets too early so they were not correctly evaluated
- 修改了AI过早的把科技加入队列而无法根据后续的情况判断的bug
- Improved logic for US involvement in the war in the case of swift japanese victory vs china. It will now get interested as australia and india start to fall also
- 优化了美国在日本迅速击败中国的情况下的参战意愿。现在澳大利亚和印度陷落后美军会对战争很感兴趣
- Minors will now do economic mobilization laws if justified against rather than wait for tension or declaration of war (to help china)
- 小国在被造宣称的时候会切经济总动员
- China now a bit more on the ball on manpower laws as they need to throw anything they can at the invaders
- 中国会在选择人力法案上更加激进
- All nations will now be less spendy on admirals early on
- 所有国家在刚开始都不会疯狂雇用将领了
- Soviet will now respect the spirit of the ribbentropp pact and not send volunteers to poland ever
- 苏联现在会遵守苏德条约,不给波兰志愿军了
- Chinese AI will now consider naval ministers less interesting
- 中国现在基本不会考虑海军顾问了
- Tweaked many ai research weights to remove wierd choices due to timing
- 修改了AI对科技的判断,不会研发不合时代的科技了
- Reduced AI research weights for picking heavy tank and special forces techs
- 降低了AI对重坦科技和特种兵的兴趣
- Tweaked ai weights for nations to make better selection on manpower and economic laws
- 修改了AI对法案的决策
- A lot of changes to AI target templates for majors
- 对大国的模板做了很多修改
- A lot of changes to AI production targets for majors
- 对大国的生产做了很多修改
- Several changes so default AI focus more on inf, capital ships, fighters, less on armor, random planes, and subs/destroyers
- 默认AI会注重步兵,主力舰和战斗机。而不是装甲部队,其他飞机和潜艇驱逐舰
UI
- Console now can't be open in multilayer or ironman
- 控制台在铁人和多人模式中现在打不开了
- Added tool tip information about amount of division templates in the army when you hover over division counts
- 鼠标悬停在部队列表上可以看出某个模板的数量
- Added option to double click for selection of all units in army with same template
- 双击可以选择所有该模板的部队
- Made significant fixes to how autoscrolling for selected units list to make sure that now it will follow the selection properly
- 在选择部队的时候窗口的移动更加合理
- Fixed overflow error that could cause wrong display of the intel data numbers
- 修复了显示部队数量的时候数据溢出的问题
- Fixed the bug when available wargoals alert could stuck in iteration trough countries player has wargoals against
- 修复了可用战争目标提醒的图标一直在提示栏的bug
- Fixed the bug when u could request 0 troops from your puppet
- 修复了你可以向你的傀儡国索要0支部队的bug
- Fixed the bug when civil war country manpower were displayed incorrectly
- 修复了内战中国家的人力资源显示错误的问题
- Now 'Subject main soon rise Autonomy" alert opens subjects screen
- Added reinforcement priority status for the template change menu entries
- Now tooltip for time estimation shows "Never" in case if factories assigned but penalty is too big instead [No factories assigned]
- Added manpower showing on the info diplo screen
- Now equipment type buttons in the request lend lease screen does not depend on the production or stockpile of the requesting side, rather than if this equipment is known to be available for export
- Airbase icons are 30% larger in the strategic air map mode
- Expanded the war overview window to show more information. Major countries now also has a golden frame, and capitulated countries now has a white flag.
- Impassable terrain now has a spiky outline.
- Changed radar tool-tip to clarify it helps you detect enemy fleets rather than your own
- Changed the icon for manpower losses in theater history. It was using the icon for manpower (top bar) but is now using the icon for losses (war casualties).
- Tweaked some interface stuff for air combat (stuff that was meant for the simplified version, but is of no use now).
- Added new texture-files for the simplified air combat interface, to fit some old elements that would be moved into this air combat interface.
- Implemented a simplified version of future air combat interface (in case of planned interface can't be implemented, due to time constraints).
- Changed the cropping width of the Air wing names and air zone names in the air wing interface. This frees up more space for other elements that occupies the interface.
- Changed the highlight color for "outdated equipment", "available licenses" and "active licenses" in the Production window. They were in white but are now in yellow, for consistency.
- Change color of several text elements in naval battle, for more consistency. Parentheses for ship names during naval engagements have been changed from green to white. Changed "dispatch" to "dismiss" in the report for naval battles.
- Changed coloring of naval losses text, for consistency
- Fixed some text-padding in the construction interface (some text was overlapping).
- Added convoys count on lend lease trade route tooltip.
- Fixed issue where there some plane icons had different sizes
- Fixed an issue where animated sprites would sometimes "strobe"
- Changed colors for strategic naval view to match air and be clearer
- Strategic air mapmode now has clearer and more visible coloring
- Fixed overflow issue in peace demand lists
- Created effects and animations on submarine.
- Fixed a bug where machine gun infantry trained with rifles.
- Created march animations for some units that were missign them.
- Tweaked several animations
- Airbase indicator on counters no longer eats zoom-in from mouse
- Efficiency growth now grouped with other modifiers of same type in production interface
- Clarified tooltip of what production is needed for icon in production interface and added tooltip to number also
- Added mip bias to button texture loading as some drivers may be picking a worse mip level for our generals
- Console now can no longer be open in multiplayer or ironman to making life a bit harder for cheaters
- When player is about to build a new radar, the new effect is drawn to indicate the next level range
- Radars now has the on-map-icon. So player can see them when playing with 3d buildings disabled
- Added setting for toggling visibility of radars on map
- Mouse over the radar icon shows the details tooltip and a range indication circle
- While in the strategic air map mode, now the terrain is painted with stripes indicating if any of the selected air wings can be assigned to that region or not
- Fixed missing scrollbar in division designer when selecting custom icon
- Clicking on the army no longer swaps the map mode to the default one. Also it is now possible to draw battleplans in any map mode from pressing the "small" map mode buttons
#
Audio
#
- Added and improved sound effects for airplanes.
- Added and tweaked audio assets for infantry and artillery.
- Added more weather sound effects
- Added new notifications sound effects
- Fixed several audio bugs
#
Modding
#
- Added triggers for estimated max armor and piercing based on intel.
- Fix for CTD that occurred after reloading focus trees
- added console command "ai_pp_log" to log AI use of PP
- has_idea trigger is no longer affected by order of files in database.
- Fixed a crash when painting cities on the edge of the map.
- Added possibility to hide parts of the focus tree with a trigger. allow_branch = { }.
- Added ability to reposition national focus based on trigger.
- Added modifier: IMPROVE_RELATIONS_MAINTAIN_COST_FACTOR
- Added support for relation modifiers and valid_relation_trigger in the static modifiers file. Modifiers are removed if the trigger becomes false.
- Added add_relation_modifier effect that adds a static modifier from current scope to target.
- Added remove_relation_modifier effect.
- Added trigger has_relation_modifier.
- Added modifier license_purchase_cost_factor. Modifies total CIC cost of purchasing a license.
- Added modifier license_production_speed_factor. Modifies production speed for license.
- Added modifier license_tech_difference_speed_factor. Modifies production speed penalty from tech level difference.
- Added dynamic cost_factor modifier for idea groups. Example political_advisor_cost_factor.
- Added ai_license_acceptance modifier, for relation modifiers. Modifies desire for the ai to sell licenses.
- Added modifiers for purchase cost of specific types of licenses. license_air_purchase_cost_factor license_infantry_purchase_cost_factor license_armor_purchase_cost_factor license_naval_purchase_cost_factor
- Added triggers for license production: is_licensing_to and is_licensing_any_to.
- Added set_building_level effect, that sets the level of specified building.
- Added a level < limit for building province buildings.
- Added any_province_building_level trigger.
- Added console commands set_global_flag and set_country_flag.
- Added guarantee_cost modifier. Modifies the PP cost of guaranteeing a nation.
- Added autonomy_gain_global_factor modifier. Factor on all autonomy gained by a subject.
- Added trigger amount_research_slots >
- Added trigger manpower_per_military_factory
- Added allow_branch trigger to technology trees. Will disable and hide all children of a technology that does not meet the trigger.
- Added possibility to look for a specific archetype of ship in has_navy_size trigger.
- Added trigger amount_taken_ideas. Excludes national_spirit, hidden, law = yes. Example: amount_taken_ideas = { amount < (mandatory) category = { military_staff } slot = { army_chief political_advisor } } Category and slot is optional.
- Added on_state_control_changed to on action.
- Added non_core_manpower modifier that can be used on country level to control manpower from non-core territory
- Added new ai strategy land_xp_spend_priority with valid values of "division_template" or "equipment_variant"
- Added new ai strategy pp_spend_priority with valid values of "admiral" or "general" or an idea
- Added new parameter states_filter to start_civil_war effect which filters out invalid states from list
- Added new defines to control costs in peace deals (BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR, BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR)
- States can now be marked as impassable and can then not be traversed by troops, they get special border graphics to signify this. Province view will indicate with an icon+tooltip, as will on-map tooltip
- Borders between provinces can now be set up in adjacencies as impassable and can then not be passed
- Added on_uncapitulate on-action to mirror capitulation
- Added triggers for estimated max armor and piercing based on intel.
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Database
#
- Fixed issue with Japanese Infantry Equipment flavor name (hi ceebie)
- Added air wing naming schemes for many nations, including all majors, TfV and DoD countries
- Made suicide planes their own archetype
- added a few more Cosmetic tags based on historical research
- Changed wwill to will in localization file
- Soviet generals are no longer allowed to derp SU-152s in tank destroyer mode. The localization has been changed so that SU-152 is now self-propelled artillery and the SU-100-Y is the tank destroyer.
- Added Takuo Godo war industrialist advisor for Japan
- Added corps commanders and navy leaders to: Ion Antonescu, Gheorghe Avramescu, Horia Macellariu. Removed generic navy leader.
- Yugoslavia high command: Changed area of expertise to "Army Drill - Expert" Danilo Kalafatovic changed to "Maneuver - Expert".
- Added new army leaders to Yugoslavia: Danilo Kalafatovic, Milutin Nedic, Petar Kosic, Marijan Polic.
- Added new army leaders to Hungary: Ferenc Feketehalmy-Czeydmer, Kàvoly Beregfy, Lajos Veres.
- Added Hungarian design companies: Ganz Danubius, MÁVAG and Fegyver- és Gépgyár
- Bumped Walter Model to skill 2 field marshal with defensive traits
- Added autogeneration of Air Wing names if none is scripted
- German generals von Kleist and W. List both get +1 skill level
- Added silly king renaming cities events instead of fixing the AI
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Balance
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- Reworked airzones in several areas to be smaller and/or rational
- Blocked Sudetenland focus for Germany if Germany is in a faction with CZE and together in a war
- Changed event germany.122 (Sudetenland failsafe) to kick CZE out of the Axis if they refuse.
- Changed number of building slots in greater Transylvanian area based on feedback
- Added a core for Bulgaria in the Treaty of Craiova
- Added Aluminium to Asia
- Blocked ENG/FRA from interfering in Sudetenland if they are puppets
- Added a global flag that is set if Germany starts a war. AI weights for the Sudetenland and Rhineland have been adjusted to ensure that Germany will be challenged if they started a war before taking those focuses
- If FRA supports CZE alone in Munich they will no longer steal CZE from their existing faction
- ENG/FRA are more likely to support CZE during munich if both they and CZE are communist
- CZE is more likely to fight over Munich even if abandoned if they are in a faction, even more so if they lead a faction
- Changed demand sudetenland effect to send demand to Czechoslovakia's overlord if there is one
- CAS, fighters and tac bombers now have a stat progression for naval_strike_attack instead of the same for all models.
- Rebalanced damage scaling in air combat to avoid most of the wierdnesses. more planes generally more deaths etc, also less damage in the really bloody defend/intercept scenarios
- Increased advantage of numerical superiority in air combat. 1000v100 test get around 30% bonus for big side rather than < 10%
- Now possible to disrupt all incoming bombers/CAS if you have enough fighters in air combat
- Scaled down damage done to planes on the ground during bombing to 1/5th
- Hungary now gets to have great war tank starting tech
- Prince of terror trait now gets +2% more recruitment from non-core territory
- Tweaked equipment deficiencies and some factory setups for china and japan in 1936 to balance later war
- Tweaked japanese/chinese tempaltes to slow down the war
- Reduced equipment starting lack for soviets in 1936
- Reduced stockpile gain on capitulate by 25%
- Its now 10x more expensive to take territory occupied by another faction in a peace deal (e.g allies taking stuff commintern occupies)
- Custom-difficulty slider now also reduces the impact of resource shortage for AI
- The amount of spawned milita divisions in Spanish Civil War are now more and positioned better to draw out conflict
- Spanish civil war equipment levels tweaked for longer conflict
- Tweaked SCW participant NU levels
- Bombing warscore now worth less on your participation
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Bugfix
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- Fixed a duplicate advisor for Canada
- Fixed an issue with Vichy France thinking it was actually a proper nation and changing its name while still a puppet.
- Fix for France and Britain gallantly coming to the rescue of a CZE that is allied to Germany
- Fixed an issue where Romania could still refuse Bessarabia demands on historical mode (will now never refuse on historical)
- Fixed an issue with the name of Greek party in spanish loc
- Fixed a trigger issue with the Germany befriends China focus (was OR, should have been AND)
- Fixed an issue with a tooltip to cancel all construction displaying the wrong key combination (Shift+click instead of Ctrl+click)
- Fixed critical spelling error in South African focus description
- Changed event France.14: added ai chances (AI will now always create Vichy in historical mode), fixed a bug that would not assign Italy a state they were supposed to get when Vichy is created
- Units can no longer be in multiple attack combats at the same time
- Fixed the bug when quite damaged fleet never could be sinked by naval strike
- Fixed the bug when large stacks of CAS could not enter combat after entering the combat
- Fixed the bug when civil war side received only dead-zombie divisions
- Research bonus now sticks to tech its applied to
- Mission efficiency now affects air superiority
- Fixed the bug when change of political setup could lead to blocking of lend lease cancelation by level of world tension
- Now transfer_ships effect won't transfer wrong fleet in case of the ships with same name of in one fleet
- Fixed the bug when you could not lend lease allies in case of fighting in war together
- Now war overview shows the exact faction members that have to surrender to make sure that war ends
- Unlocked technology now properly updates units and division template stats
- Fix for the bug when ships port capacity was wrongly calculated while merging fleets
- Radar levels now uses last non damaged level for calculations
- Now subjects can join only master's wars
- Rockets now get properly upgraded
- Fixed the bug when military access was reversed for the strait rules
- Fixed the bug when airplane transfer progress was not saved
- Fixed the bug when building slots in revolter country were counted as non-core
- Fixed the bug when puppets were not automatically included in the peace conferences as loosing sides
- Fixed the bug when threat from the focuses with national focus were displayed incorrectly
- Peace conference does not consider any more as loser side country occupied by another one that stays at war with occupied after piece conference
- Fixed the map tooltip bug that occurred when units were selected in secondary mapmode but was showing still the unit movement info
- Attacked units now can attack on their own
- Made possible to declare war on puppets if already at war with master
- Now subjects can always join master's wars
- Fixed the bug when colonial troops disappeared after annexation of the subject
- Fixed the issue when on map tooltip shown that rocketsite and air base were located in state even they were not built yet
- Fixed the bug when political power was shown as progress for war goal justification
- Fixed the bug when cancellation of the trade happened if influence of opposite country was below zero
- Added removing of the war threat when canceling justification of the war goal
- Naval service manpower now properly returns after ships are getting sink in the naval combat
- Fixed the bug when factories could not be converted if there is no factory of other type in the state
- Went grammar fascist on an error log message for when dupliacte ideas had been scripted in.
- Fixed an issue where Slovakia used a Slovenian flag.
- Fixed a number of errors in German localisation (thanks davewolf!)
- Radar tool-tip no longer claims that it helps the enemy find your fleets
- The Northern Lights achievement now recognizes dynamic tags spawned from the Scandinavian countries
- Changed demand sudetenland focus to send the event to Czechoslovakia's overlord if they're a subject
- Blocked the munich conference (from Demand Sudeteland) if england no longer exists or has become a subject. Czechoslovakia (or their overlord) get the direct demand event instead.
- Fixed issue where units could be given multi-province retreat orders ( This could result in for instance retreats all the way back to your capital )
- Canada has finally learned that no means no and will no longer join Germany's faction when the proposal is rejected.
- Added bypass to Canadian focus 'Join Germany' if Canada is already in a faction with Germany.
- Canada will no longer get wargoals on USA from focus when they are in the same faction.
- Removed 0-1 cap from join_faction_tension and guarantee_tension modifiers to show tooltips when ideas reduce them.
- Fixed every_enemy_country effect using same code as random_enemy_country effect.
- Fixed database issue that caused has_available_idea_with_traits to not work for design companies.
- Fixed an issue where splitting an uneven amount of resources down the middle would round up both piles and cause discrepancies between trade interface and production interface.
- Units containing primarily licensed or lend leased variants now use 3D models from the equipments original creator.
- Added tooltip generation for create unit commander effects.
- Trade view now filters subjects properly.
- Added bypass to Japanese focus Sever 'Sino-German Ties' if China is a puppet of Japan.
- Request Lend Lease should no longer show as if it would be accepted if there is no equipment available for lease or the requester has too much equipment.
- Yugoslavia now only loses ideology support when Italy completes 'Claims on Yugoslavia' if they are not obviously working towards that ideology.
- Added support types so japanese suicide craft will work
- Fixed some cases that made air outcomes wierd and where air speed has extremely little (or possibly bad) impact
- Completing focuses no longer resets their tension impact. also tension given back now scales properly depending on when you cancel
- Syria and tunisia no longer changes controller as part of vichy events if occupied by 3rd party
- Fixed invalid caluclation for offer peace action. can now actually offer peace when losing
- Fixed an issue where divisions would get deleted when being transfered to another nation due to manpower already reset
- Total production line output can no longer go negative (caps at 0 and only appeared when doing certain modding)
- Fixed a problem with overflows for large manpower numbers when calculating intel
- Target for surrender now checks if we are allowed to surrender and scores appropriately. Fixes issues where multiple wars could block each other from ending despite a full side having capitulated, yet not called some party in
- Bombing warscore is now properly capped to its max even when bombing multiple target nations
- Portrait settings file no longer checksummed. Moved from common.
- Portrait database can now load data correctly from multiple files.
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- Fix for CTD during end of the offered peace conference
- Now pending diplomatic requests are cleared properly when exiting to main menu (could cause CTD as well as UI corruption)
- Fix for CTD caused by wargoal alert being clicked with bad timing
- Fixed CTD from deleting airwings by reducing size to 0 and then opening the air overview
- Fixed the annoying "death by of a thousand savesgames" thing that could happen when running with a lot of debug saves enabled and jumping around date points
- Fixed a CTD if a unit from a save with an invalid war with no capital was attempted to be teleported to it
- Fixed a place where illegal memory could be accessed, potentially triggering the birth of a new chaos god
- Fixed potential CTD/memory corruption in updatefrontdata averting the chaos gods once again
- Fixed a potential mod related memory corruption in launcher that could lead to rare crashes
- Fixed a case where certain scripted nations could make the game CTD selecting 1939 start