- Fixed the Spellstones description not showing - Added a new setting for swapping the confirm/cancel keys - Fixed some spikes not having collision (Not sure when this happened??) - Slightly tweaked Barrys sprite - Fixed Barry not facing the player sometimes
Hello fellow DuPontians! Another routine bug patch thanks to merciless exterminators: Francesco Funiati, Dumboo, UPRC, and co. Thanks for all the help!
Also: 1. A few balancing changes to several characters (and ongoing balancing to the combat system). 2. An added photo book at Genevieve's Camera Shop to view photos (unfortunately not available for players who've already sold photos at her shop. 3. Rebalances to several items and skills in the game. 4. Many minor additions to dialogue to make arcs, developments, and motivations a bit clearer.
Hello Victorians, we have a larger hotfix today featuring a range of balance changes, AI improvements, bug fixes and more! Most of the team will be on vacation now, but part of the team (Including Martin) will be around, so that we maintain the capacity to release fixes as needed!
Checksum for the hotfix is, 5775. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful).
The following changes have been made to the game compared to 1.7.3:
Patchnotes
Content
Added a journal entry for the reunification of China
Improvements
It is once again possible to start Reduce Autonomy & Annex Subject diplomatic play against subjects, even if their Liberty Desire is high. However, doing so will result in taking on the full infamy cost of the wargoal rather than the usual reduction for targeting subjects.
Peasant Levies now simply prevents Conscripts from being raised as Cavalry or Artillery, as selective limits on which specific types of Infantry etc could be raised as conscripts do not work correctly
Russia/Britain now start with a neutral attitude towards Persia, ensuring they don't immediately go for the throat until Persia does something to earn their ire
Reduced the rate at which "The Russian-British Agreement" fires for player Afghanistan during the Pamir Delimitation
Added Vilnius to the required states for Poland-Lithuania
Renamed "Semireche" state to "Semiplatinsk"
Removed Uighur homeland from Semiplatinsk
Autonomous Investment is now able to execute multiple investments per tick for countries with extremely large (500k+ income) investment pools, so that even massive economies can continue to make full use of the investment pool
Homesteading & Collectivized Agriculture now also impacts subsistence farms, causing them to be partially or fully self-owned and adding some Farmers to the Workforce
Military Treaty Power Bloc leaders can no longer enact National Militia, and Religious Convocation Power Bloc leaders can no longer enact Total Separation or State Atheism
The Cohesion in Military Treaty Power Blocs is now impacted for any member with the National Militia law, while the same goes (to a greater extent) for members of a Religious Convocation Power Bloc who has Total Separation or State Atheism
Defensive Cooperation II now permits the Power Bloc leader to impose their Army Model law across the Bloc
Treaty Ports are now only functional against a market if they are adjacent to an incorporated state from the market
Moved or removed some military units from formations in the history setup so that they adhere to the law set in that country.
The 'overlord compliance' AI strategy is now invalidated if the subject ends up opposing their overlord in a diplomatic play
Power Bloc statues are now removed when leaving a Power Bloc
The Autonomous Investment AI should now properly focus on Privatization when construction is blocked due to a lack of workforce or infrastructure
Under Cooperative Ownership, buildings in foreign countries that are owned by local Manor Houses & Financial Districts will now be collectivized by the workforce in those countries over time
Interface
Added a new entry for "Your Leverage" to all country's details panel.
Removed tooltips for some modifier values to reduce duplicated information
Performance
Improved Construction Lens performance after having opened it once before. Note that the first time will still be slow.
Balance
Restored the +clout modifiers to Landowners from slavery laws, as the Landowners ended up too weak in some countries after other related balance changes to subsistence farms
Reduced Advanced Research 3 principle's max innovation gain per institution level from 15 to 10
Political Movements to get rid of Traditionalism and Serfdom now attract more supporters from literate pops once Empiricism is researched (loosely representing enlightenment thinking)
Increased the lobby appeasement impact of Support Regime
Haiti now starts the game with debt instead of half-filled gold reserves
Haitian independence payments now cost less each week but much more to pay off in increments
Fix some setup issues in France that caused the July Monarchy to collapse too quickly due to unprofitable buildings and trade routes
Improving Relations will now give leverage on yourself, and will not auto-break at 50 relations if the target is a Power Bloc leader
When a civil war ends in victory for either side, a larger number of pops are now deradicalized to represent civil war fatigue and prevent a second civil war from immediately gaining steam
Italian states with relations above 20 with Austria will no longer be able to spawn Italian radicals in it.
Reduced Austrian radical gain from Italian minor powers.
Divided Monarchists now requires 50% radicals in capital to fail (up from 25%)
Reduced the number of radicals generated over time by Movements to Preserve
Lowered the base and max weights for Wine in luxury drinks need, as adding it to Intoxicants made it overdemanded compared to other goods and hurt the demand for Tea/Coffee
Take Treaty Port can no longer be added as a wargoal against a state without a port constructed, as this results in an inactive treaty port. However, demolishing the port after the wargoal is added will not invalidate the wargoal.
AI
The AI is now more inclined to accept requests for Support Regime and Knowledge Sharing under favorable conditions
The military power score increase for accepting reverse-sways is now properly capped at 50, preventing the AI from accepting reverse-sways that they should be utterly unwilling to accept
Rebalanced AI aggression. The base aggression (chance to start diplo plays) is lower, but the impact of the aggression game rule on it is higher. However, the impact of the AI aggression game rule on strategic desires was toned down, so that aggressive AIs still try to make strategic alliances etc.
Fixed another bug causing the AI to take a bunch of Treaty Ports they should have no real interest in
The AI is now significantly more likely to try to get rid of Traditionalism and Serfdom when not pursuing a conservative agenda or when there are movements present to change those laws
Fixed the logic for when the AI carves up china to be more consistent in how and when it's applied to the AI's desire to take states there
More tweaking of the AI for Egypt/Ottomans early conflicts to give the Ottomans a better chance of beating Egypt
Fixed a bug where the AI would not correctly evaluate Placated political movements as able to start a revolution and would cancel laws that would result in a very powerful evolution to avoid a much weaker one
The AI is now generally less willing to cede territory when Demand State is used when that is territory is important to its owner, even if it's owned by one of their other subjects
Fixed some issues with AI strategy logic for isolationist countries which was inadvertently applied to non isolationist countries, causing the AI to generally avoid befriending other countries
The AI will now never accept having 'cut down to size' pressed on them as part of a peace deal, but will have to be capitulated
The AI will now try much harder to get rid of peasant levies unless they are very reactionary
The AI will now make use of Enforce Military Access on its subjects to create fronts when needed in wars
Fixed an issue where the AI was setting way too high targets for its army/navy size (partially caused by AI including investee countries in its population census)
The AI is now far less willing to give up wargoals in peace deals unless those wargoals are actually being contested
The AI will now instantly capitulate in a war where they and all their allies are 100% occupied
The AI is now more likely to target their own domestic states and subjects with government-funded constructions, and less likely to target foreign states. This change does not impact autonomous investment, which has its own logic for domestic vs foreign
Modding
Added new trigger has_inactive_journal_entry
Added scripted list war_participant (any_war_participant/every_war_participant etc)
Added console command ai_evaluate_mobilization to print AI mobilization data
Bug Fixes
Fixed a crash that occurred in the MP lobby while the game was unpaused
Fixed a bug where it was possible to use Demand State against your overlord's homelands
Fixed a bug where if you saved the game on the exact tick when a country was annexed and then loaded that save, the country would never be properly removed causing diplomatic pacts with it etc to linger forever
Fixed a bug where it was possible for foreign investors to buy worker-owned buildings in countries with Cooperative Ownership enacted
Fixed the issue with invalid diplomatic pacts in the outliner
Fixed a bug where Agitators who did not have a valid law from their ideology to support would almost always end up picking from just a tiny handful of laws to start a movement for (Homesteading and National Militia, for example)
Fixed some issues with the changes to Honorable Restoration that made it too difficult to complete when not going the traditional market opening route and ensured it's always completed when you defeat the Shogunate in a civil war
Fixed sorting trade routes by owner in the trade routes panel
Fixed an Out of Sync related to diplomatic catalysts
Fixed trade routes being incorrectly moved to another market after a market split
Fixed some production methods being incorrectly considered unavailable in the building panel
Fixed some issues with conscripts after states being transferred to another country
Fixed a crash that could happened when showing modifier breakdowns
Debts accrued just after declaring bankruptcy now count as debts rather than disappearing in a powerful bout of creative accounting
Fixed some mobilization options not properly providing their benefits to combat units
Fixed an issue causing predicted loyalist changes from successful enactment of political movement to not apply or apply incorrectly
Savegames are now cleaned of broken construction queue items when loaded
Fixed a bug where Pops that got all their income from dividends would not pay poll taxes (ie, Capitalists and Aristocrats now pay about 0.1% more taxes compared to before)
Replaced the static english text for "Inactive Treaty Port" with a string that is translated into all languages
It is no longer possible to sway-transfer subjects that are opposing their overlord in a play or war
Fixed a bug where the 'Join Power Bloc' diplomatic play would not work correctly after a country declined an invite to a power bloc
Fixed a bug where downsized military buildings would not properly remove the units from their formations
Tanzimat JEs are now pinned by default.
The Tibet Expedition decision will no longer spam errors when Tibet is annexed
Power Bloc emblems are now properly centered
Adjusted inconsistent conditions of Grant and Request own market. You can now only do these actions if the junior partner is either a direct subject (compared to indirect before) or if they are independent and you are the Power Bloc leader in a shared market.
Removed the Liberty Desire impact display from the Grant Market interaction if the target is not actually a subject.
The Disrupt the Russian Caucasus Great Game subgoal now fails properly if Circassia is defeated
Updated descriptions for migration laws to reflect that they only limit migration in and out of the country
Fixed a construction queue tooltip to indicate that the constructing country is paying the cost
Rewrote the placeholder tooltips on the column headers when sending a Military Formation somewhere (Destination, Travel Time, Status).
Fixed a bug that would lead to foreign investments in split states potentially leaving around NULL_OBJ constructions in the investor's queue; particularly visible when pursuing German unification.
Fixed a bug where decreasing relations with your overlord would have a lesser impact on lobby appeasement than increasing it, making it possible to endlessly increase appeasement by alternating increasing and decreasing relations
Resolved an edge case where the Strike: Labor Negotiations event could have no options.
Removed Liberty Desire impact from insufficient supply if a land connection exists between subject and overlord
Added impact on Ranching building group to Collectivized Agriculture law
Amended the India collapse script to account for the Princely States being transferred to Britain
Interface: Fixed a bug that was hiding lobby funding in the budget breakdowns
It is now possible to add the Force Nationalization wargoal to an ongoing Diplomatic Play
The "Secure Influence Over Persia" Great Game subgoal may now progress by annexing Persia
Fixed a bug where the Weak Power Bloc penalty would not be applied after loading a save
Fixed several issues with Cohesion factors not being correctly displayed in the Cohesion tooltip
A lovely beach day keeps getting interrupted by seaside perils. Are the girls actually doing this on purpose, just for the thrill of you rescuing them?
Take on Siege - an expansive clan-focused game mode where clans assault enemy fortresses and defend theirs from attack!
Strengthen your clan's fortress by upgrading buildings and setting defense teams. Cooperate with your clan to plan your siege, destroy enemy buildings, and earn valuable rewards for victory.
On this Galacticare Wednesday, we’re looking through a microscopic lens at one of our rock star consultants, Twiggy Pop!
A cherished celebrity of the galaxy, Twiggy Pop is widely known for her songs about rebellious youth and love. But did you know she was a doctor before her singing career took off? After witnessing Galacticare’s handiwork, she was inspired to dust off the old doctorate and lend a helping hand to ailing aliens who need it!
Her unique ability enhances nearby doctors' work, creating positive boosts for all. Keep your rooms within close proximity, or have Twiggy Pop close to rooms that could benefit from her aura.
Who knows, maybe her love for helping others will spark inspiration for a new album!
Consultants are like heroes in the medical world. Unlock new consultants as you play and bring them along as you journey across the galaxy. You can even revisit older levels with them!
Until next time, Directors! - Brightrock & CULT
Want to get in contact? We’d love to hear from you!
It's day 2 of the semi-finals, so don’t miss out on MORE incredible deals in the FOOTBALL SHOP! ⚽️🏆 Visit 'Your Deals' and check out the Football Shop in the bottom right corner.
Greetings to all the influential figures of the empire!
The supply will be replaced on July 11th at 15:00 (JST).
This Week's Concept Card
This week's concept card is "Rampart"! Stay tuned for the announcement on the 12th to see what kind of supply will appear! *Starting this time, we will be replacing 7 supplies as before.
Regarding the next new card addition
Two new cards will be introduced in the update on July 19th. The new cards to be implemented are as follows