Tigernekro
24.09.13, 17:45
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# New Features
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- Added new ideagroups for Anatolian Beyliks, Marathas, Taungu, Rajput States,Granada, Papal States, Daimyos, Serbia, Orissa, Punjab, Ragusa, German States, Ryukyu, Bengal States, Tibet, Dravidian States, Assam, Gujarati States, Tuscany, USA, Switzerland, Irish States, Songhai, Brittany, Malayan States, Arabian States, Italian States, Najd & Hedjaz
- When you release a vassal you now get the option to swap to that country and play as it.
- Added two buttons to the peace interface. 'Surrender' - clicking this will automatically construct a peace offer the AI would accept & 'Suggest Demands' that constructs a demanding peace offer the AI will accept.
- Editboxes can now have use copy/paste/cut and accepts text from other applications. This is handy if you want to copy a steamid for example. Also implemented some basic text navigation-features like ctrl-skipping words, and marking text.
- There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed fullscreen) in the video-settings.
- Added in two new mapmodes, one to display coalitions, and one to display opinions.
- Added in five new achievements: Grand Coalition - to get a coalition with 6 members in it. Trade Hegemon - be a western european and owning Aden, Hormoz & Malacca. Winged Hussars - Have the Winged Hussar unit, while having at least 50% cavalry power. Luck of the Irish - Conquer all the british isles as an irish country. Sunset Invasion - Start as the Aztecs and conquer Lisbon, Madrid, Paris, London, Amsterdam & Rome.
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# Gamebalance
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# Inflation
- Bankruptcy now only reduces inflation by 25%.
- Halfed inflation impact from goldmines
- Taking gold in peace now gives you 0.02 inflation for each monthly income worth of money taken
- You can now always reduce inflation if you got admin power & basecost for reducing inflation is now 75 ADM for -2 inflation.
- The Bonus for economy group is now 33% cheaper inflation reduction.
- Resilient state is now -10% inflation reduction costs, instead of +25% spy defence.
- The dutch idea revenuestamps now reduced inflation reduction cost by 15%, instead of adding 10% tax.
- Bavaria now starts with 10% cheaper inflation reduction.
- Aragons reformed administration is now reduced inflation reduction cost by 15%, instead of adding 10% tax.
# Papacy
- Papal Influence cap now goes up full five years of growth and its properly explained.
- Cardinals no longer give you more papal influence, and their effect on legitimacy is scaled down to same level as prestige.
- Its now possible to invest in cardinals even if you don't take full control over them.
- Influencing cardinals no longer breaks apart if the previously highest controller has been annexed.
- You can now see what everyone have invested in a cardinal, in a tooltip over the votes.
- Cardinals now have a far higher likelihood to die as they grow old.
- Cardinals not yet in the curia can now die.
- Changing country tag no longer makes you lose investment in cardinals.
- Papal influence no longer blocks excommunication, but papal opinions must be below -50.
- There is no longer any distance limit to crusades.
# Claims
- Claims now only reduce peacecosts by 10%.
- Being discovered while fabricating claims now gives 10 AE
- Fabricating claims no longer gives AE unless discovered
- Can no longer fabricate claims on your vassals
- Can now only be discovered once while fabricating claims
# Gaining Cores
- Size penalty on coring is now reduced by about 0,2% each year, down to basically 0 at 1800.
- Default core time modifier from size of country reduced by 20%.
- Coring colonies you colonized now takes 50% of the time & coring provinces of your own culture is now quicker.
- The russian idea Subednik is now 15% cheaper cores instead of +10% tax income.
- Coring a province can no longer take more than 20 years, no matter what.
- Claims no longer have any major impact on coring time, its just a 10% bonus.
- You now only get cores on your vassals/unions if they have cores on those provinces.
- Making a province you colonized into a core now costs the same anywhere in the world. aka, Russia gets Siberia for same price as Spain gets south america.
# Losing Cores
- Countries that have been annexed will now lose their cores over time
- When forming a nation, the previous nation's cores will now be wiped
- Cores in the same culture group can now be lost after 150 years (300 years if the country is the culture's primary tag)
- All province owner changes resets timer for "loss of core"
# Overextension
- You no longer get new nationalism in colonial territory you are busy coring or havent cored yet when switching tags..
- Non-Pagan countries no longer get overextension for conquering the provinces of Pagans, unless those provinces have cores from other Non-Pagan countries
# Economy
- You can never store more than 1000000 ducats now.
- Tweaked tariff rates, making them slightly better, while at the same time making overseas goldmines useful.
- Refactored internal code for estimated monthly income, so there are no more weird spikes after some things.
- Income from loot is now classified as spoils of war instead of tax.
# Holy Roman Empire
- Holy Roman Emperor will no longer receive a imperial authority hit if it refuses to join a war started by a member state that is also allied with the Emperor.
- You can now add provinces to the empire, if they border a seazone bordering the empire.
- When the emperor is refused by a country in Revoke the Privilegia, he now gets claims on all their formelry HRE provinces.
- Revoke the Privilegia no longer causes a war.
- Can no longer start a war with HRE if you are allied to the Emperor and the Emperor is fighting a war that has not gone on for at least two months
- Enemy and Heretic status is now severe drawbacks to elector decisions, not blockers.
- HRE provinces taken from non HRE members are no longer considered 'unlawful'
- Grant electorate can now be done after 1650.
- imperial influence is now reset if a reform is revoked.
# Trade
- Trade ships that are withdrawing to a friendly port to repair will no longer path through enemy fleets
- Reduced outgoing trade value increase from forwarding merchants to prevent absurd value accumulations of thousands of ducats in home nodes
- Can no longer maintain patrol ships where you do not have either province power or a trader
- Ships patrolling trade nodes should now never enter open water provinces unless travelling to a new node
- Trade fleets will now only try to repair in your own ports
- Trade fleets will no longer stray from the coasts next to their node unless they are travelling to a different node (aka no more red sea - alexandria via cape patrol)
- Ships on trade patrol will patrol at slightly further ranges, so that fleets patrolling nodes like Novgorod isn't constantly bouncing in and out of port
- Improved setup logic for trade fleet routes
- Trade fleets can now always patrol sea provinces adjacent to their country's controlled territory
- Reduced England's blockade bonus to sane levels
- Trader in bonus only updates on monthly basis (reduces message spam when it changes often)
# Wartaxes
- War Taxes now last for a fixed period of 2 years and have a one-time cost of 50 military power
- War Taxes no longer have any negative effects
# Religion
- Popery Act is now only good.
- Unam Sanctam has been renamed to Deus Vult, is no longer worthless after 1650, and any religion can use it.
- Orthodox countries now gets +2% missionary strength from full patriarch authority.
- Provinces converting to protestand and reformed at the spawn of the religion will now get zeal as well.
- Rebalance neo-confusianism.
- Ottomans now get Ottoman tolerance much faster
- Converting to protestant or reformed the first time, also converts a random province.
# Military
- Halved landmaintainance scaling from tech.
- Reduced ideas impacting naval forcelimits.
- Changed places of war cabinet & adaptability ideas.
- Mass Army is now earlier in quantity.
- Land attrition modifiers now works like a reduction on actual attrition, just like naval attrition does.
- Tweaked several attrition ideas.
- Temple faction now increases forcelimits by 50%, not just giving +0.5 forcelimit.
- Large countries with small naval forcelimits (ie France) now start the game with some big ships
- Fixed an inconsistency in modifiers applied to maintenance between land and naval.
- Only return canceled mercenaries to pool if there is room for them.
- Warexhaustion from combat is now 33% of before.
# Units
- Autonomous Rebel Suppression will no longer be canceled if a unit is defeated in battle
- Armies getting on ships now turns off rebel hunt.
- Burning a colony now makes all ships leave port.
- Moving units no longer loot.
# Exiled
- Detach mercenary and detach subunit now keeps the exile status of the detached units.
- Exiled units must now return to your own controlled or owned territory to clear exile status
- Exiled units will now have exile status cleared when they loaded onto transports.
- exiled fleets can no longer blockade.
- Exiled units can no longer explore.
# Morale
- A shattered unit now gets an extra morale adjustment as it stops retreating.
- Morale is no longer regained while force marching.
- Maxmorale can no longer be below the threshold where you can move troops.
- Morale modifiers are now percentage, so they scale the same through the ages, and are as important in late game, as in the early game.
- A large overhaul of morale modifiers have been tweaked.
- Maintenance slider for morale now affects the tech effect BEFORE modifiers are applied.
# Combat
- Sieging now always gives at least 1% attrition.
- Western units now get a new cavalry unit, schwarze reiter at miltech 10.
- Gallop Cavalry is now ok in firephase.
- Rebalanced cavalry & infantry fire/shock values, so cavalry is more useful.
- Nerfed Culverin
- Minor boost to Small Cast Iron Cannon.
- Nerfed Southern Cossacks to same level as similar eastern cavalry.
- Leaders in units that are attached to another stack will not be checked in combat algoritms.
- Tweaked some units that had far too few pips for their tech level (aka were inferior to previous units)
- Changed combat logic for attached leaders to let them be valid leader of combat, if the army they are attached to doesnt have a leader.
- Rebalanced weapon damage impact through the ages in landcombat .
# Rebels
- Fixed an exploit where you could greatly reduce the power of rebels by having weak units selected for your army
- Revoltrisk from foreign rebel support now scales with the support given, and the revoltrisk scales with support_rebels ideas.
- Doubled effect and cost of harsh treatment
- Lollards now dissapear when you negotiate with them.
- Religious rebels will now convert every province they take
- Religious rebels will only convert a country's religion if the they represent the dominant religion
- Religious rebels of a non-dominant religion give a heretic tolerance modifier on enforce
- Non-pagan religious rebels can now negotiate/enforce religious conversion if dominant religion
- Rebels now break a country when they occupy more then half of your provinces
- Rebels now prefer to defect provinces to independent countries
# Governments
- Horde government is now only 50% manpower and 50% forcelimits
- Religious governments no longer get a -1 stability for having their ruler die.
# Advisors
- Natural Scientists now give +10% production efficiency.
- Grand Captain now gives +10% cheaper maintenance.
- Naval Reformer now gives +10% navy morale.
- Army Reformer now gives +10% army morale.
# Diplomacy
- Revolutionary war CB no longer has double wargoals
- Claim throne now only gives a CB if you are in the same dynasty
- CBs now properly updated after executing claim throne
- Shogun now has a CB against Daimyos that hold at least 10 provinces or have become independent
- Improve Relations: Now ticks correctly.
- The change government CB is no longer valid if you or your target has a government form that cannot be force-converted
- When an overlord ally is called, it will now allways be possible for it to replace its subject as warleader
# Unions
- Unions breaking due to rebels in a lesser partner should no longer kill your heir.
- Unions breaking from rebels by a government change now creates a new ruler.
- Forming a union breaks any alliance between union partners (without penalty)
- When a nation that has lesser union partners gets absorbed in a personal union, the lesser partners gets transfered to the new union
# War
- Should an overlord find itself in a war with its subject as overlord, the tables will now be turned
- Refactored call for peace, so it slowly ticks up when valid instead of instant cripple in a long war.
# Peace Negotiations
- War of independence white peace no longer breaks union
- Force conversions now scale with the size of the target country.
- Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed.
- You can no longer revoke a core from a province with the same culture as that core's primary culture.
- Government changes can no longer be given away by an attacker in a war.
- Target of wargoal can no longer choose to not have warleader negotiate for them
- Large countries can now be instantly annexed in a revolutionary war.
- Revolution & Counter-Revolution wargoal now reduces badboy by 50% rather than 75%
- Tweaked some wargoal peace cost modifiers
- Can now always demand releasing of countries from wargoal target.
- Having a wargoal to vassalize means that only the originalattacker can vassalize the target country, no matter who occupies the capital.
- CB against wargoal target you are unable to negotiate with separately will now be applied against enemy warleader
- Can now always demand vassalization of wargoal target if you're unable to negotiate with them separately
- You can no longer do release nation on a province that neither you nor any of the takers controlls.
- You can no longer release and take the same province in a peace settlement.
- Cancel building constructions on province conquer
- A country will now lose all claims as they get annexed.
- If a conquered province is a capital, move the capital and the spy actions along with it
- When making someone your vassal he will join your wars and you will join his.
- An ally that is not the warleader that makes an individual peace deal is no longer limited to the warleaders influence over its peace deal.
- Reduced the warscore cost reduction against large countries so that you can't dismantle Russia in one war
- When enforcing peace against a country attacking your vassal, allies will no longer automatically be called
- Forceing a vassal or a lesser union partner will now call you to war with their enemies
- Fixed several issues with the War for the Emperor CB and annexation logic
- Concede defeat is now 10 warscore & 10 prestige
- The Diplomatic Power cost for returning a core corresponds to the information in the peace negotiation view.
- No longer possible to annual treaties against non-existing countries.
- Fixed enforce religion not adding correctly to total peace cost.
# Coalitions
- When fighting a large coalition, you no longer get 100% warscore just for occupying coalition leader
- Countries that are already in a coalition war can no longer be targeted by a coalition CB
- Subject countries will no longer join coalitions
- When attacking a subject country whose overlord is in a coalition against the attacker, their overlord's coalition will now be called in
- In offensive coalition wars a larger power can now always take over as warleader
- In coalition wars the leader can no longer demand provinces unless those provinces are the wargoal or a core or claim of theirs
- Coalitions can no longer form against non-existing countries.
# Opinions
- 'Enemy of my enemy' relation now ticks up over time
- Increased opinion bonus for returning cores to a country.
- Added an opinion penalty for breaking a royal marriage.
- Increased AE reduction for losing provinces in war.
- A guarantee is now a +10 opinion towards the one guaranteeing.
- Increased AE impact for Daimyos conquering other Daimyos.
- Tweaked AE impact of some CBs
- refusing alliance calls now gives the bonus opinion properly.
- Canceling fleet basing, and declining an offer about fleet basing/military access does no longer give relation penalties (revoking and refusing access still gives penalties as it should).
- Will no longer get 'Competitor for world domination' against vassals
- Toned down AE multiplier effects a bit
- When a country is annexed, all its temporary opinion modifiers will now be cleared
# Lucky Nations
- Exported historical-lucky to a scriptfile, so modders can now have what they want in their mods.
- Lucky nation bonus on monarch stats are now +1 instead of +2.
- The player should now never be set as lucky
- Lucky nations no longer changes when a nation is annexed
# Misc
- It is no longer possible to westernise while overextended.
- Rebalanced prestige dramatically, its now harder to get capped.
- Non-existent countries will no longer bump down your score.
- Fixed an exploit where you could run an endless amount of colonies at no cost
- When changing country tags, a country will now always get the culture group union setting of the tag they change to
- Tweaked AI/Player bonuses
- Moving capital to another continent is only possible if you only have one province on that continent.
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# AI
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# Strategic AI
- Will now remain passive for 12 months after a player drops or tag-switches to prevent undesirable AI management of a player's country in MP
- Will devote less of its budget to the army if it's in a safe position
- Will devote more of its budget to colonization if its income is fairly low
- Will now make use of harsh treatment, particularily when they are a tiny country whose capital is at risk of revolt
- Will now consider diplovassalization as an alternative to outright expansion, especially if it is the Holy Roman Emperor
- Prefers taking vassals instead of conquering when majorly behind in admin tech
- Will now prefer larger, cheaper armies of infantry if their income is poor
- More consistent about when to use long-term savings to recruit mercs due to war or rebels
- Much better at planning out military access to reach enemies and bring home stranded units
- Will now compare their navies to those of rivals when determining its fleet size.
- Will now disband troops if bankruptcy is looming, even if they are at war or have revolts
- Better at managing and repaying bank loans
- Less willing to grab provinces unless they have an actual cultural or strategic interest in them
- More interested in vassalizing rather than outright conquest under certain circumstances
- Less willing to let countries get away with holding unlawful territory if they decline a request to return it
- Will no longer declare any wars while attempting to westernize
- Better at conquering overseas targets
- Daimyos now have properly working AI for their mechanics, and will attempt to take over Japan
- Shogun will now attack a Daimyo that grows too large
- Better at balancing monarch point spending between tech, ideas and short-term actions
- Will no longer pick Naval, Exploration or Expansion ideas if they lack ports
- Much better at setting up a proper budget and maintaining an appropriate standing army and navy
- More prio on conquering overseas provinces with gold or high trade importance
- Better at converting and culture-flipping primitives
- Better at determining which provinces are most important to convert
- Smarter about when to take loans to raise mercs
- More prio on attacking countries that hold critical provinces (such as Novgorod for Muscovy)
- Less aggressive and more rational about expansion, especially in the HRE
- Aggressiveness and general behaviour is now much more closely tied to AI personality
- Will no longer seize colonies that it cannot core
- Tweaked force composition logic to include less cav and more art in the late game
- Will no longer attempt to westernize unless it has a ADM 4+ ruler, 0 war exhaustion and a strong manpower reserve
- More prone to switching rivals when it makes sense to do so
- More willing to join allies in defensive wars
- More spending on armies for horde nations
- Less interested in conquering the Papal capital if Catholic
- Less willing to join allies in offensive wars unless it has the 'Friendly' attitude
- Will no longer join a coalition if it has no AE towards the target country
- Much better at determining how to spend papal influence
- Will no longer fabricate claims on provinces they have other CBs for
- More restrained about when to fabricate claims in general
- Smarter about when to enact the vassalisation of the HRE.
- Much more prio on building regular buildings over unique ones
- Higher prio on colonizing downstream of its existing colonies
- AI countries that are in a threatened position will now allocate more of their budget to the military
- When calculating the AI's conquest prio against a country, their vassals are now counted as being part of that country
- When calculating border distance for purposes of diplomacy, a country's vassals are now counted as being part of that country
- Countries with very slow tech speeds now spend more money on armies and advisors rather than simply letting it pile up
- Rewrote AI government selection logic to create a more logical progression of governments
- AI Republics will no longer vote in someone that would cause them to drop to a monarchy.
- Better at tweaking navy and army maintenance according to the situation
- Added ai_will_do logic to ideagroups, for now AI just avoids ideagroups if they evaluate to 0
# Diplomatic
- More willing to make peace if enemy is fully occupied
- Will no longer force-vassalize countries that it cannot reasonably ever diploannex due to negative opinion modifiers
- Now understands when integration/annexation is impossible due to the size of the target
- More prio on improving relations with countries they want to ally but can't due to negative relations
- More prio on maintaining an alliance that is in danger of failing due to low opinion
- Will no longer insult a country that already has the insulted opinion penalty against them
- Will no longer agree to buy non-core non-claim provinces if they are a vassal
- Will no longer leave a coaliton unless it has been in said coalition for at least 5 years
- Will now make use of gifts when attempting to vassalize or diploannex a country
- Will now always accept offers of military access from their allies
- Far less willing to join wars when low on manpower or heavily in debt
- No longer willing to give out fleet basing rights if they are a colonial power
- Will now reject peace offers of gold if it has other things it wants instead
- When releasing annexed countries, AI will prefer releasing countries of a different culture from the releasing country
- Better at evaluating when it wants and doesn't want to release countries and vassals from an enemy
- No longer interested in returning cores to vastly inferior tech group countries
- Will now always want some allies, even if they have maxed out diplo relations from vassals etc
- More interested in releasing annexed/vassal HRE countries if they themselves are HRE
- No longer interested in releasing vassals that the releasing country has cores on
- No longer willing to buy provinces from a country that is suffering from revolts
- Now properly takes stability hit into account when considering whether to join an offensive war
- Simplified peace deals, AI now only has thumbs up and thumbs down to make it easier to negotiate with
- HRE members are now a bit harder to diplovassalize
# Trade
- Prefers directing trade along sea routes, if they have a decent-sized merchant fleet
- Fixed a bug that was making the trade AI overprioritize steering from certain nodes
- More prio on steering where they have power
- More aggressive about using embargos on powers that are pulling away vast amounts of trade from their home node
- More prio on embargoing rival trade powers that are embargoing them
- Better at determining where their trade ships are most needed
# Army
- Will no longer attempt to besiege provinces unless they have at least 500 more troops than the garrison size
- Very low prio on assigning leaders to attached armies
- Should now make sure it is detaching stacks with sufficient numbers of troops when carpet sieging enemies
- Will no longer march vast distances to attach to friendly units
- Now able to properly tell when a nearby unit will be able to join them against an enemy army or not
- Will no longer attach to armies that are earmarked for a sea invasion
- Better at recovering morale before rushing into combat
- Better at coordinating armies with its allies
- Less inclined to siege provinces deep in enemy territory
- More prio on helping friends engaged in combat with the enemy
- Now understands when it is a good idea to lift a siege in order to engage enemy troops
- Now able to take into account when troops are unloading from a ship into a province they are traveling to
- Better at determining when it is safe to split off siege stacks
- Better at determining when it is a good idea to pursue retreating enemies
- More careful about sending armies to distant areas if it is low on manpowwer
- Less prio on chasing after small enemy armies
- Better at concentrating forces against enemy armies
- Now understands when to withdraw siege forces because of approaching enemy armies
- Much more careful about getting trapped in provinces that are only connected via straits when it does not have naval supremacy
- Now aware of the effects of combined arms when calculating army strength
- Will no longer send in a weak army ahead of a strongerarmy when launching an attack from multiple directions
- Better at calculating odds of victory before starting a battle
- Now takes into account skill of leaders when determining the relative strength of armies and navies
- Should now 'wake up' armies from invasion mode if the surrounding area turns into a warzone
- Now understands how to get military access to and chase down enemy units sheltering in neighbouring neutral countries
- Now always willing to attach to their overlord in war
- Improved logic for AI army composition, should no longer be using all inf or all art stacks etc
- Less willing to send armies far away from its own territory when low on manpower
- Newly recruited armies will now wait for other armies under construction to finish before heading off to fight the enemy
# Navy AI
- Will now explore with single ships instead of small fleets
- Better at dealing with pirates
- Will now abort sea invasions if waiting for ships that aren't going to arrive
- Will abort invasions that cannot be safely executed due to enemy navies
- Better at blockading enemy fleets in port
# AI related Bugs
- Fixed a bug where AI armies would be stuck attached to units they no longer wanted to follow
- Fixed a bug where the AI would constantly attach and detach from an army that was slightly above average supply limits
- Fixed a bug in AI trade steering where it would steer in the wrong direction
- Fixed a bug where the AI Pope could offer to convert religion in a peace deal
- Fixed a bug where the AI would not buy mercs if the precise type they wanted wasn't available
- Fixed a bug that was making AI fleets take wild detours to distant places when they had no valid target to travel to
- Fixed a bug where the AI would endlessly send and recall merchants from certain trade nodes
- Fixed a bug where AI armies would ignore rebels in their own territory because of a bad force strength check
- Fixed a bug that was making AI armies 'bounce' when trying to siege rebel provinces
- Fixed a math error that was making the AI severely underestimate the power of large, low-morale armies
- Fixed a bug that was making the AI treat provinces bordering wasteland and uncolonized territory as outside the fog of war
- Fixed a bug that was causing the AI to endlessly split and merge its troops when sieging
- Fixed a bug that was preventing the AI from converting to non-preferred faiths
- Fixed a bug with force march that was making the AI turn it on and off constantly
- Fixed a bug where the AI would not correctly disband mercenaries it no longer wanted
- Fixed a bug that was allowing the AI to opt out of 'Leader can negotiate for us' in coalition wars
- Fixed a bug that was causing AI units to get stuck in a loop while unloading from ships
- Fixed a bug in trade AI that was causing it to steer trade through unnecessarily long routes
- Fixed several lockups in peace AI that could cause endless wars
- Fixed a bug that caused the AI's armies to go braindead if you tag switched to and from them
- Fixed a bug where AI countries who just got declared war on would send out a double call to arms to their allies
- Fixed a bug that was preventing the AI from shipping home troops under certain circumstances
- Fixed a bug where the AI would not move to help its own armies when fighting rebels on foreign soil
- Fixed a bug where AI would wrongly evaluate return core / release vassal / release annexed on war allies as targeting the war leader (ie France would want to return cores from Portugal to Morocco)
- Cut ai_hard_strategy from saves as it is no longer used
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# Multiplayer
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# Browser
- Display correct multiplayer server
- Ignore case when sorting names
- Fixed filters for lobby servers
- Fixed server information mismatch
- Keep scrollbar position when a new server is added
#Lobby
- The tooltips for the clients now belongs to thier selected country instead of the hosts selected country.
- If a savegame is already transfered to a client through the lobby, it will not be transfered again.
- Server can request password from client on connect
# Hotjoin
- Rewrote some parts of the hotjoin-process. (should go faster now)
- Added a lot of information to the ingamelobby during hotjoin. (savegame transfer etc.)
- Fixed bug with file transfer during hotjoin.
- Fixed some oos-bugs.
# Other
- When host pauses the game, noone else can unpause
- Fixed a pause-bug on the standalone server where the server sometimes didn't unpause correctly after a player joined.
- Don't update map mode on refused connection
- Show password prompt when connecting to password protected server from friend
- Fixed passwords for MP
- Fixed connect to ID not containing the correct ID
- Connection status dialog no longer cuts to long messages
- Fixed crash when going oos using different languages on clients.
- The oos-error code are now shown for everybody in the game after an oos.
- Clicking a player in the outliner is now a shortcut for whisper
Hier der Patch
VON: http://forum.paradoxplaza.com/forum/showthread.php?723913-1.2-Released PARADOXPLAZA TEIL 2 folgt
# New Features
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- Added new ideagroups for Anatolian Beyliks, Marathas, Taungu, Rajput States,Granada, Papal States, Daimyos, Serbia, Orissa, Punjab, Ragusa, German States, Ryukyu, Bengal States, Tibet, Dravidian States, Assam, Gujarati States, Tuscany, USA, Switzerland, Irish States, Songhai, Brittany, Malayan States, Arabian States, Italian States, Najd & Hedjaz
- When you release a vassal you now get the option to swap to that country and play as it.
- Added two buttons to the peace interface. 'Surrender' - clicking this will automatically construct a peace offer the AI would accept & 'Suggest Demands' that constructs a demanding peace offer the AI will accept.
- Editboxes can now have use copy/paste/cut and accepts text from other applications. This is handy if you want to copy a steamid for example. Also implemented some basic text navigation-features like ctrl-skipping words, and marking text.
- There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed fullscreen) in the video-settings.
- Added in two new mapmodes, one to display coalitions, and one to display opinions.
- Added in five new achievements: Grand Coalition - to get a coalition with 6 members in it. Trade Hegemon - be a western european and owning Aden, Hormoz & Malacca. Winged Hussars - Have the Winged Hussar unit, while having at least 50% cavalry power. Luck of the Irish - Conquer all the british isles as an irish country. Sunset Invasion - Start as the Aztecs and conquer Lisbon, Madrid, Paris, London, Amsterdam & Rome.
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# Gamebalance
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# Inflation
- Bankruptcy now only reduces inflation by 25%.
- Halfed inflation impact from goldmines
- Taking gold in peace now gives you 0.02 inflation for each monthly income worth of money taken
- You can now always reduce inflation if you got admin power & basecost for reducing inflation is now 75 ADM for -2 inflation.
- The Bonus for economy group is now 33% cheaper inflation reduction.
- Resilient state is now -10% inflation reduction costs, instead of +25% spy defence.
- The dutch idea revenuestamps now reduced inflation reduction cost by 15%, instead of adding 10% tax.
- Bavaria now starts with 10% cheaper inflation reduction.
- Aragons reformed administration is now reduced inflation reduction cost by 15%, instead of adding 10% tax.
# Papacy
- Papal Influence cap now goes up full five years of growth and its properly explained.
- Cardinals no longer give you more papal influence, and their effect on legitimacy is scaled down to same level as prestige.
- Its now possible to invest in cardinals even if you don't take full control over them.
- Influencing cardinals no longer breaks apart if the previously highest controller has been annexed.
- You can now see what everyone have invested in a cardinal, in a tooltip over the votes.
- Cardinals now have a far higher likelihood to die as they grow old.
- Cardinals not yet in the curia can now die.
- Changing country tag no longer makes you lose investment in cardinals.
- Papal influence no longer blocks excommunication, but papal opinions must be below -50.
- There is no longer any distance limit to crusades.
# Claims
- Claims now only reduce peacecosts by 10%.
- Being discovered while fabricating claims now gives 10 AE
- Fabricating claims no longer gives AE unless discovered
- Can no longer fabricate claims on your vassals
- Can now only be discovered once while fabricating claims
# Gaining Cores
- Size penalty on coring is now reduced by about 0,2% each year, down to basically 0 at 1800.
- Default core time modifier from size of country reduced by 20%.
- Coring colonies you colonized now takes 50% of the time & coring provinces of your own culture is now quicker.
- The russian idea Subednik is now 15% cheaper cores instead of +10% tax income.
- Coring a province can no longer take more than 20 years, no matter what.
- Claims no longer have any major impact on coring time, its just a 10% bonus.
- You now only get cores on your vassals/unions if they have cores on those provinces.
- Making a province you colonized into a core now costs the same anywhere in the world. aka, Russia gets Siberia for same price as Spain gets south america.
# Losing Cores
- Countries that have been annexed will now lose their cores over time
- When forming a nation, the previous nation's cores will now be wiped
- Cores in the same culture group can now be lost after 150 years (300 years if the country is the culture's primary tag)
- All province owner changes resets timer for "loss of core"
# Overextension
- You no longer get new nationalism in colonial territory you are busy coring or havent cored yet when switching tags..
- Non-Pagan countries no longer get overextension for conquering the provinces of Pagans, unless those provinces have cores from other Non-Pagan countries
# Economy
- You can never store more than 1000000 ducats now.
- Tweaked tariff rates, making them slightly better, while at the same time making overseas goldmines useful.
- Refactored internal code for estimated monthly income, so there are no more weird spikes after some things.
- Income from loot is now classified as spoils of war instead of tax.
# Holy Roman Empire
- Holy Roman Emperor will no longer receive a imperial authority hit if it refuses to join a war started by a member state that is also allied with the Emperor.
- You can now add provinces to the empire, if they border a seazone bordering the empire.
- When the emperor is refused by a country in Revoke the Privilegia, he now gets claims on all their formelry HRE provinces.
- Revoke the Privilegia no longer causes a war.
- Can no longer start a war with HRE if you are allied to the Emperor and the Emperor is fighting a war that has not gone on for at least two months
- Enemy and Heretic status is now severe drawbacks to elector decisions, not blockers.
- HRE provinces taken from non HRE members are no longer considered 'unlawful'
- Grant electorate can now be done after 1650.
- imperial influence is now reset if a reform is revoked.
# Trade
- Trade ships that are withdrawing to a friendly port to repair will no longer path through enemy fleets
- Reduced outgoing trade value increase from forwarding merchants to prevent absurd value accumulations of thousands of ducats in home nodes
- Can no longer maintain patrol ships where you do not have either province power or a trader
- Ships patrolling trade nodes should now never enter open water provinces unless travelling to a new node
- Trade fleets will now only try to repair in your own ports
- Trade fleets will no longer stray from the coasts next to their node unless they are travelling to a different node (aka no more red sea - alexandria via cape patrol)
- Ships on trade patrol will patrol at slightly further ranges, so that fleets patrolling nodes like Novgorod isn't constantly bouncing in and out of port
- Improved setup logic for trade fleet routes
- Trade fleets can now always patrol sea provinces adjacent to their country's controlled territory
- Reduced England's blockade bonus to sane levels
- Trader in bonus only updates on monthly basis (reduces message spam when it changes often)
# Wartaxes
- War Taxes now last for a fixed period of 2 years and have a one-time cost of 50 military power
- War Taxes no longer have any negative effects
# Religion
- Popery Act is now only good.
- Unam Sanctam has been renamed to Deus Vult, is no longer worthless after 1650, and any religion can use it.
- Orthodox countries now gets +2% missionary strength from full patriarch authority.
- Provinces converting to protestand and reformed at the spawn of the religion will now get zeal as well.
- Rebalance neo-confusianism.
- Ottomans now get Ottoman tolerance much faster
- Converting to protestant or reformed the first time, also converts a random province.
# Military
- Halved landmaintainance scaling from tech.
- Reduced ideas impacting naval forcelimits.
- Changed places of war cabinet & adaptability ideas.
- Mass Army is now earlier in quantity.
- Land attrition modifiers now works like a reduction on actual attrition, just like naval attrition does.
- Tweaked several attrition ideas.
- Temple faction now increases forcelimits by 50%, not just giving +0.5 forcelimit.
- Large countries with small naval forcelimits (ie France) now start the game with some big ships
- Fixed an inconsistency in modifiers applied to maintenance between land and naval.
- Only return canceled mercenaries to pool if there is room for them.
- Warexhaustion from combat is now 33% of before.
# Units
- Autonomous Rebel Suppression will no longer be canceled if a unit is defeated in battle
- Armies getting on ships now turns off rebel hunt.
- Burning a colony now makes all ships leave port.
- Moving units no longer loot.
# Exiled
- Detach mercenary and detach subunit now keeps the exile status of the detached units.
- Exiled units must now return to your own controlled or owned territory to clear exile status
- Exiled units will now have exile status cleared when they loaded onto transports.
- exiled fleets can no longer blockade.
- Exiled units can no longer explore.
# Morale
- A shattered unit now gets an extra morale adjustment as it stops retreating.
- Morale is no longer regained while force marching.
- Maxmorale can no longer be below the threshold where you can move troops.
- Morale modifiers are now percentage, so they scale the same through the ages, and are as important in late game, as in the early game.
- A large overhaul of morale modifiers have been tweaked.
- Maintenance slider for morale now affects the tech effect BEFORE modifiers are applied.
# Combat
- Sieging now always gives at least 1% attrition.
- Western units now get a new cavalry unit, schwarze reiter at miltech 10.
- Gallop Cavalry is now ok in firephase.
- Rebalanced cavalry & infantry fire/shock values, so cavalry is more useful.
- Nerfed Culverin
- Minor boost to Small Cast Iron Cannon.
- Nerfed Southern Cossacks to same level as similar eastern cavalry.
- Leaders in units that are attached to another stack will not be checked in combat algoritms.
- Tweaked some units that had far too few pips for their tech level (aka were inferior to previous units)
- Changed combat logic for attached leaders to let them be valid leader of combat, if the army they are attached to doesnt have a leader.
- Rebalanced weapon damage impact through the ages in landcombat .
# Rebels
- Fixed an exploit where you could greatly reduce the power of rebels by having weak units selected for your army
- Revoltrisk from foreign rebel support now scales with the support given, and the revoltrisk scales with support_rebels ideas.
- Doubled effect and cost of harsh treatment
- Lollards now dissapear when you negotiate with them.
- Religious rebels will now convert every province they take
- Religious rebels will only convert a country's religion if the they represent the dominant religion
- Religious rebels of a non-dominant religion give a heretic tolerance modifier on enforce
- Non-pagan religious rebels can now negotiate/enforce religious conversion if dominant religion
- Rebels now break a country when they occupy more then half of your provinces
- Rebels now prefer to defect provinces to independent countries
# Governments
- Horde government is now only 50% manpower and 50% forcelimits
- Religious governments no longer get a -1 stability for having their ruler die.
# Advisors
- Natural Scientists now give +10% production efficiency.
- Grand Captain now gives +10% cheaper maintenance.
- Naval Reformer now gives +10% navy morale.
- Army Reformer now gives +10% army morale.
# Diplomacy
- Revolutionary war CB no longer has double wargoals
- Claim throne now only gives a CB if you are in the same dynasty
- CBs now properly updated after executing claim throne
- Shogun now has a CB against Daimyos that hold at least 10 provinces or have become independent
- Improve Relations: Now ticks correctly.
- The change government CB is no longer valid if you or your target has a government form that cannot be force-converted
- When an overlord ally is called, it will now allways be possible for it to replace its subject as warleader
# Unions
- Unions breaking due to rebels in a lesser partner should no longer kill your heir.
- Unions breaking from rebels by a government change now creates a new ruler.
- Forming a union breaks any alliance between union partners (without penalty)
- When a nation that has lesser union partners gets absorbed in a personal union, the lesser partners gets transfered to the new union
# War
- Should an overlord find itself in a war with its subject as overlord, the tables will now be turned
- Refactored call for peace, so it slowly ticks up when valid instead of instant cripple in a long war.
# Peace Negotiations
- War of independence white peace no longer breaks union
- Force conversions now scale with the size of the target country.
- Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed.
- You can no longer revoke a core from a province with the same culture as that core's primary culture.
- Government changes can no longer be given away by an attacker in a war.
- Target of wargoal can no longer choose to not have warleader negotiate for them
- Large countries can now be instantly annexed in a revolutionary war.
- Revolution & Counter-Revolution wargoal now reduces badboy by 50% rather than 75%
- Tweaked some wargoal peace cost modifiers
- Can now always demand releasing of countries from wargoal target.
- Having a wargoal to vassalize means that only the originalattacker can vassalize the target country, no matter who occupies the capital.
- CB against wargoal target you are unable to negotiate with separately will now be applied against enemy warleader
- Can now always demand vassalization of wargoal target if you're unable to negotiate with them separately
- You can no longer do release nation on a province that neither you nor any of the takers controlls.
- You can no longer release and take the same province in a peace settlement.
- Cancel building constructions on province conquer
- A country will now lose all claims as they get annexed.
- If a conquered province is a capital, move the capital and the spy actions along with it
- When making someone your vassal he will join your wars and you will join his.
- An ally that is not the warleader that makes an individual peace deal is no longer limited to the warleaders influence over its peace deal.
- Reduced the warscore cost reduction against large countries so that you can't dismantle Russia in one war
- When enforcing peace against a country attacking your vassal, allies will no longer automatically be called
- Forceing a vassal or a lesser union partner will now call you to war with their enemies
- Fixed several issues with the War for the Emperor CB and annexation logic
- Concede defeat is now 10 warscore & 10 prestige
- The Diplomatic Power cost for returning a core corresponds to the information in the peace negotiation view.
- No longer possible to annual treaties against non-existing countries.
- Fixed enforce religion not adding correctly to total peace cost.
# Coalitions
- When fighting a large coalition, you no longer get 100% warscore just for occupying coalition leader
- Countries that are already in a coalition war can no longer be targeted by a coalition CB
- Subject countries will no longer join coalitions
- When attacking a subject country whose overlord is in a coalition against the attacker, their overlord's coalition will now be called in
- In offensive coalition wars a larger power can now always take over as warleader
- In coalition wars the leader can no longer demand provinces unless those provinces are the wargoal or a core or claim of theirs
- Coalitions can no longer form against non-existing countries.
# Opinions
- 'Enemy of my enemy' relation now ticks up over time
- Increased opinion bonus for returning cores to a country.
- Added an opinion penalty for breaking a royal marriage.
- Increased AE reduction for losing provinces in war.
- A guarantee is now a +10 opinion towards the one guaranteeing.
- Increased AE impact for Daimyos conquering other Daimyos.
- Tweaked AE impact of some CBs
- refusing alliance calls now gives the bonus opinion properly.
- Canceling fleet basing, and declining an offer about fleet basing/military access does no longer give relation penalties (revoking and refusing access still gives penalties as it should).
- Will no longer get 'Competitor for world domination' against vassals
- Toned down AE multiplier effects a bit
- When a country is annexed, all its temporary opinion modifiers will now be cleared
# Lucky Nations
- Exported historical-lucky to a scriptfile, so modders can now have what they want in their mods.
- Lucky nation bonus on monarch stats are now +1 instead of +2.
- The player should now never be set as lucky
- Lucky nations no longer changes when a nation is annexed
# Misc
- It is no longer possible to westernise while overextended.
- Rebalanced prestige dramatically, its now harder to get capped.
- Non-existent countries will no longer bump down your score.
- Fixed an exploit where you could run an endless amount of colonies at no cost
- When changing country tags, a country will now always get the culture group union setting of the tag they change to
- Tweaked AI/Player bonuses
- Moving capital to another continent is only possible if you only have one province on that continent.
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# AI
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# Strategic AI
- Will now remain passive for 12 months after a player drops or tag-switches to prevent undesirable AI management of a player's country in MP
- Will devote less of its budget to the army if it's in a safe position
- Will devote more of its budget to colonization if its income is fairly low
- Will now make use of harsh treatment, particularily when they are a tiny country whose capital is at risk of revolt
- Will now consider diplovassalization as an alternative to outright expansion, especially if it is the Holy Roman Emperor
- Prefers taking vassals instead of conquering when majorly behind in admin tech
- Will now prefer larger, cheaper armies of infantry if their income is poor
- More consistent about when to use long-term savings to recruit mercs due to war or rebels
- Much better at planning out military access to reach enemies and bring home stranded units
- Will now compare their navies to those of rivals when determining its fleet size.
- Will now disband troops if bankruptcy is looming, even if they are at war or have revolts
- Better at managing and repaying bank loans
- Less willing to grab provinces unless they have an actual cultural or strategic interest in them
- More interested in vassalizing rather than outright conquest under certain circumstances
- Less willing to let countries get away with holding unlawful territory if they decline a request to return it
- Will no longer declare any wars while attempting to westernize
- Better at conquering overseas targets
- Daimyos now have properly working AI for their mechanics, and will attempt to take over Japan
- Shogun will now attack a Daimyo that grows too large
- Better at balancing monarch point spending between tech, ideas and short-term actions
- Will no longer pick Naval, Exploration or Expansion ideas if they lack ports
- Much better at setting up a proper budget and maintaining an appropriate standing army and navy
- More prio on conquering overseas provinces with gold or high trade importance
- Better at converting and culture-flipping primitives
- Better at determining which provinces are most important to convert
- Smarter about when to take loans to raise mercs
- More prio on attacking countries that hold critical provinces (such as Novgorod for Muscovy)
- Less aggressive and more rational about expansion, especially in the HRE
- Aggressiveness and general behaviour is now much more closely tied to AI personality
- Will no longer seize colonies that it cannot core
- Tweaked force composition logic to include less cav and more art in the late game
- Will no longer attempt to westernize unless it has a ADM 4+ ruler, 0 war exhaustion and a strong manpower reserve
- More prone to switching rivals when it makes sense to do so
- More willing to join allies in defensive wars
- More spending on armies for horde nations
- Less interested in conquering the Papal capital if Catholic
- Less willing to join allies in offensive wars unless it has the 'Friendly' attitude
- Will no longer join a coalition if it has no AE towards the target country
- Much better at determining how to spend papal influence
- Will no longer fabricate claims on provinces they have other CBs for
- More restrained about when to fabricate claims in general
- Smarter about when to enact the vassalisation of the HRE.
- Much more prio on building regular buildings over unique ones
- Higher prio on colonizing downstream of its existing colonies
- AI countries that are in a threatened position will now allocate more of their budget to the military
- When calculating the AI's conquest prio against a country, their vassals are now counted as being part of that country
- When calculating border distance for purposes of diplomacy, a country's vassals are now counted as being part of that country
- Countries with very slow tech speeds now spend more money on armies and advisors rather than simply letting it pile up
- Rewrote AI government selection logic to create a more logical progression of governments
- AI Republics will no longer vote in someone that would cause them to drop to a monarchy.
- Better at tweaking navy and army maintenance according to the situation
- Added ai_will_do logic to ideagroups, for now AI just avoids ideagroups if they evaluate to 0
# Diplomatic
- More willing to make peace if enemy is fully occupied
- Will no longer force-vassalize countries that it cannot reasonably ever diploannex due to negative opinion modifiers
- Now understands when integration/annexation is impossible due to the size of the target
- More prio on improving relations with countries they want to ally but can't due to negative relations
- More prio on maintaining an alliance that is in danger of failing due to low opinion
- Will no longer insult a country that already has the insulted opinion penalty against them
- Will no longer agree to buy non-core non-claim provinces if they are a vassal
- Will no longer leave a coaliton unless it has been in said coalition for at least 5 years
- Will now make use of gifts when attempting to vassalize or diploannex a country
- Will now always accept offers of military access from their allies
- Far less willing to join wars when low on manpower or heavily in debt
- No longer willing to give out fleet basing rights if they are a colonial power
- Will now reject peace offers of gold if it has other things it wants instead
- When releasing annexed countries, AI will prefer releasing countries of a different culture from the releasing country
- Better at evaluating when it wants and doesn't want to release countries and vassals from an enemy
- No longer interested in returning cores to vastly inferior tech group countries
- Will now always want some allies, even if they have maxed out diplo relations from vassals etc
- More interested in releasing annexed/vassal HRE countries if they themselves are HRE
- No longer interested in releasing vassals that the releasing country has cores on
- No longer willing to buy provinces from a country that is suffering from revolts
- Now properly takes stability hit into account when considering whether to join an offensive war
- Simplified peace deals, AI now only has thumbs up and thumbs down to make it easier to negotiate with
- HRE members are now a bit harder to diplovassalize
# Trade
- Prefers directing trade along sea routes, if they have a decent-sized merchant fleet
- Fixed a bug that was making the trade AI overprioritize steering from certain nodes
- More prio on steering where they have power
- More aggressive about using embargos on powers that are pulling away vast amounts of trade from their home node
- More prio on embargoing rival trade powers that are embargoing them
- Better at determining where their trade ships are most needed
# Army
- Will no longer attempt to besiege provinces unless they have at least 500 more troops than the garrison size
- Very low prio on assigning leaders to attached armies
- Should now make sure it is detaching stacks with sufficient numbers of troops when carpet sieging enemies
- Will no longer march vast distances to attach to friendly units
- Now able to properly tell when a nearby unit will be able to join them against an enemy army or not
- Will no longer attach to armies that are earmarked for a sea invasion
- Better at recovering morale before rushing into combat
- Better at coordinating armies with its allies
- Less inclined to siege provinces deep in enemy territory
- More prio on helping friends engaged in combat with the enemy
- Now understands when it is a good idea to lift a siege in order to engage enemy troops
- Now able to take into account when troops are unloading from a ship into a province they are traveling to
- Better at determining when it is safe to split off siege stacks
- Better at determining when it is a good idea to pursue retreating enemies
- More careful about sending armies to distant areas if it is low on manpowwer
- Less prio on chasing after small enemy armies
- Better at concentrating forces against enemy armies
- Now understands when to withdraw siege forces because of approaching enemy armies
- Much more careful about getting trapped in provinces that are only connected via straits when it does not have naval supremacy
- Now aware of the effects of combined arms when calculating army strength
- Will no longer send in a weak army ahead of a strongerarmy when launching an attack from multiple directions
- Better at calculating odds of victory before starting a battle
- Now takes into account skill of leaders when determining the relative strength of armies and navies
- Should now 'wake up' armies from invasion mode if the surrounding area turns into a warzone
- Now understands how to get military access to and chase down enemy units sheltering in neighbouring neutral countries
- Now always willing to attach to their overlord in war
- Improved logic for AI army composition, should no longer be using all inf or all art stacks etc
- Less willing to send armies far away from its own territory when low on manpower
- Newly recruited armies will now wait for other armies under construction to finish before heading off to fight the enemy
# Navy AI
- Will now explore with single ships instead of small fleets
- Better at dealing with pirates
- Will now abort sea invasions if waiting for ships that aren't going to arrive
- Will abort invasions that cannot be safely executed due to enemy navies
- Better at blockading enemy fleets in port
# AI related Bugs
- Fixed a bug where AI armies would be stuck attached to units they no longer wanted to follow
- Fixed a bug where the AI would constantly attach and detach from an army that was slightly above average supply limits
- Fixed a bug in AI trade steering where it would steer in the wrong direction
- Fixed a bug where the AI Pope could offer to convert religion in a peace deal
- Fixed a bug where the AI would not buy mercs if the precise type they wanted wasn't available
- Fixed a bug that was making AI fleets take wild detours to distant places when they had no valid target to travel to
- Fixed a bug where the AI would endlessly send and recall merchants from certain trade nodes
- Fixed a bug where AI armies would ignore rebels in their own territory because of a bad force strength check
- Fixed a bug that was making AI armies 'bounce' when trying to siege rebel provinces
- Fixed a math error that was making the AI severely underestimate the power of large, low-morale armies
- Fixed a bug that was making the AI treat provinces bordering wasteland and uncolonized territory as outside the fog of war
- Fixed a bug that was causing the AI to endlessly split and merge its troops when sieging
- Fixed a bug that was preventing the AI from converting to non-preferred faiths
- Fixed a bug with force march that was making the AI turn it on and off constantly
- Fixed a bug where the AI would not correctly disband mercenaries it no longer wanted
- Fixed a bug that was allowing the AI to opt out of 'Leader can negotiate for us' in coalition wars
- Fixed a bug that was causing AI units to get stuck in a loop while unloading from ships
- Fixed a bug in trade AI that was causing it to steer trade through unnecessarily long routes
- Fixed several lockups in peace AI that could cause endless wars
- Fixed a bug that caused the AI's armies to go braindead if you tag switched to and from them
- Fixed a bug where AI countries who just got declared war on would send out a double call to arms to their allies
- Fixed a bug that was preventing the AI from shipping home troops under certain circumstances
- Fixed a bug where the AI would not move to help its own armies when fighting rebels on foreign soil
- Fixed a bug where AI would wrongly evaluate return core / release vassal / release annexed on war allies as targeting the war leader (ie France would want to return cores from Portugal to Morocco)
- Cut ai_hard_strategy from saves as it is no longer used
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# Multiplayer
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# Browser
- Display correct multiplayer server
- Ignore case when sorting names
- Fixed filters for lobby servers
- Fixed server information mismatch
- Keep scrollbar position when a new server is added
#Lobby
- The tooltips for the clients now belongs to thier selected country instead of the hosts selected country.
- If a savegame is already transfered to a client through the lobby, it will not be transfered again.
- Server can request password from client on connect
# Hotjoin
- Rewrote some parts of the hotjoin-process. (should go faster now)
- Added a lot of information to the ingamelobby during hotjoin. (savegame transfer etc.)
- Fixed bug with file transfer during hotjoin.
- Fixed some oos-bugs.
# Other
- When host pauses the game, noone else can unpause
- Fixed a pause-bug on the standalone server where the server sometimes didn't unpause correctly after a player joined.
- Don't update map mode on refused connection
- Show password prompt when connecting to password protected server from friend
- Fixed passwords for MP
- Fixed connect to ID not containing the correct ID
- Connection status dialog no longer cuts to long messages
- Fixed crash when going oos using different languages on clients.
- The oos-error code are now shown for everybody in the game after an oos.
- Clicking a player in the outliner is now a shortcut for whisper
Hier der Patch
VON: http://forum.paradoxplaza.com/forum/showthread.php?723913-1.2-Released PARADOXPLAZA TEIL 2 folgt