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Barbarossa Patch 1.11.5 - Checksum: 7e1e | LIVE | Patch Notes

Hello everyone! Our 1.11.5 open beta is now the live build of the game. Checksum: 7e1e. Here are the patch notes:

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######## Patch 1.11.5 "Barbarossa" #########
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# AI
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- Majors will now send volunteers to the Spanish Civil War even without La Resistance
- AI will no longer consider enemy lakes to be dangerous
- AI has learned the definition of insanity and will now try to avoid attacking in same place if previous invasion failed
- AI will be more careful with their attacks if they start running out of manpower
- AI now assigns free aces to valid existing wings instead of only when creating new wings
- AI is now significantly less likely to release collaboration governments unless they have narrative reasons to do so

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# UI
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- Supply map mode allows normal interactions with naval unit counters and doesn't hide fleet windows
- Fixed ship stats details pages not showing correct supply usage
- Fixed UI elements highlighting spurriously when tech template would unlock equipment which isn't included in current DLC profile
- Fixed Army and Navy view windows opening on top of each other
- Fixed shift+k shortcut for training air/navy
- Decision map icons with CP costs no longer overlap unreadably
- Fixed rail upgrade buttons sometimes not being generated. Buttons now line up with rails connecting to naval bases.
- Fixed Railway Gun supply icon never showing up and being in the wrong place when it did
- Fixed naval unit counters not showing low supply icon
- Naval battle screen now correctly shows admiral portraits
- Fixed operative map icons not getting frame mask applied
- Updated equipment conversion and ship refitting tooltips to use accurate language and include the relevant values and modifiers.
- Hold units command now applies to all selected units when mixed armies are selected
- Supply bottleneck tooltip should now include undersized ports

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# Database
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- The Race for Germany achievement will no longer fail if the player does not control Luxembourg at the time of German surrender (it's complicated)
- Non-NSB tanks will now have their correct fuel usage again. It was fun while it lasted!
- Brazil should no longer have access to non-NSB tanks with NSB active

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# Modding
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- Added on_capitualtion_immediate on_action. This will be executed at the very start of the capitulation process, where on_capitulation is played in the middle of the process, which can bias the triggers result.
- Added multiplicative modifier equipment_conversion_ic_cost which reduces conversion IC cost for non-naval equipment edited with the equipment designer (i.e. tanks when NSB is active).
- Game will now try to reconcile provinces declared as coastal without bordering a seazone (and vice versa). Check your error log!
- Invalid buildings (like naval bases in landlocked provinces) in history setup will now be ignored and reported in error log.
- Modifiers declared in advisor character entries should now properly apply and persist between saves
- Made set_character_name also work for unit leaders
- Fixed a CTD when going over the building state cap with off-map buildings

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# Balance
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- Blitzkrieg Theorist advisors now have increased base cost
- Smooth talking charmer now reduces maintenance cost for improving relations.
- Backroom Backstabber no longer grants political power factor, and instead grants subverseive activities cost; drift defence factor buffed to 0.25
- Compassionate Gentlemen now reduce resistance damage to garrisons in addition to monthly opinion gain
- Ideological Crusader now grants party popularity stability modifier in addition to old effects
- Armaments Organizer now increases supply hub construction -speed- by 10%
- Balance changes for armor and varient units
- Moved High velocity 2 to antitank_4 tech
- Increase mot equipments to 36 for mot AT
- Halved motorised breakthrough and hardness
- Reduced AT gun piercing
- Added missing tungsten cost to mot rocket arty
- Total rebalance of tanks
- Tank weapons now based on turret weight class

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# Stability & Performance
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- Fixed player/ai list not being properly reset when going back to menu, triggering OOS on new games
- Significantly improved game startup time

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# Graphics
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- Fixed naval fort model luminance problem

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# Bugfix
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- Fixed issue where Danzig could get stuck with negative modifier when Polish Danzig focuses were getting bypassed.
- When loading a save from a lost ironman game, observer mode is loaded and ironman flag should be turned off.
- Fixed script parser silently ignoring last line of a file if it didn't contain a newline
- Fix positioning of the Expand Polish Intelligence branch when Man the Guns is not active. Without MtG the focus Expand Polish Intelligence will no longer require the player to complete the (MtG DLC-locked) parent focus Prepare for the Inevitable.
- Added newline at the end of equipment bonus tooltip
- Fixed George VI national spirit showing an advisor portrait instead of the regular national spirit portrait.
- Hooked-in several NSB Baltic portraits for generals that were using generic ones.
- Fix AI Queueing more railway upgrades than it intended
- Fix allied task force local supply draw
- fixed a reference to a missing German armor 3d model (this should not alter any 3d assets being displayed, just cleaned up the error log)
- Fixed issue where Generals, Field Marshals and Admirals were not being transfered when annexing through Polish and Lithuanian monarchist events.
- Made it less likely that The Soviet Union partitions Poland with Lithuania if Lithuania is AI, and even less likely if Poland is controlled by the player.
- Spanish generals should again be able to properly pick a side when the Civil War starts
- Fixed exploit which allowed circumvention of the building removal cooldown effective while at war.
- Adapt assignable trait skilled_staffer so field marshals can also gain xp in that trait.
- Air Supply now redistributes supply consumption to the hosting airbase.
- Fixed bugs with multiple air supply missions having zero effect."
- Soviet focuses will no longer grant tank designs if NSB is not active.
- Soviet focuses requiring certain armor tech will now check for the appropriate tech based on NSB being active or not.
- German focus Danubian Membership will no longer be bypassed if only one of the countries is gone, a subject, or allied to Germany. It requires all three countries to fulfill one of those conditions in order to get bypassed.
- Fixed supply network sometimes reporting no connection when shortest path traveled through an enemy province
- Added loc to an unlocalized Estonian country flag
- Fixed continous focus exploit which allowed stacking modifiers
- In civil war process, when copying unit leaders, use the clone function rather than recreating the unit leader from template (some unit leaders do not have template). Also use the character merge mecanism for those copies too if the revolter country receiving those copies already have the character.
- Fixed crash caused by invalid naval invasion order
- Railway guns should no longer be able to end up in a naval invasion
- Fixed crash caused by invalid province templates in mods during trade route computation
- Fixed CTD when playing tutorial videos or opening the ingame browser on DirectX 11
- Fixed Empire of Brazil being so much into Fascism
- Fixed inconsistencies with Dutch Wilhelmina national spirit portrait.
- Fixed logistics strike mission not taking plane number into account correctly
- Soviet focus 'Committee in Exile' focus can now be bypassed if the Civil War is completed
- Modifiers from propaganda campaigns are now properly cleared when Soviet Union capitulates.
- Emilio Mola will no longer be retired after completing the focus The National-Syndicalist State, he will just drop his country leader roles but will keep his advisor and unit leader roles.
- Swapped Soviet armored cars I and II in the tech tree.
- Communist support threshold to complete Estonian focus Break the Silence has been increased to be less than 5% (instead of less than 1%)
- Fixed several character issues with Spanish Falangists in the focus tree. Emilio Mola and Primo de Rivera should be properly handled now and will no longer be literally killed in order to allow the other to take over as country leader.
- Capital supply connection graph will now prioritize shorter sea routes
- Supply network now considers convoy availability and tries to prioritize throughput over unconditionally avoiding naval connections
- Naval Supply routes now respect blocked region flags.
- Fixed Patagonian lake being considered some sort of flooded plain aberration and prevented players from building nuclear reactors on it.
- Fixed an issue that made it impossible for players to progress down the Vichy focus tree because a Petain imposter was in charge
- German Air Innovations 2 now correctly reduces cost of air doctrines, rather than increasing research speed
- Fixed some design company ideas not having bonuses shown on equipment stats page
- Steal blueprints operation no longer gives access to locked out mutual exclude branches
- Taskforces operating in a blocked naval region can draw supply from naval bases in that region
- Characters no longer get traits for other classes of characters from national spirits
- Supply Network (and tooltips) now correctly factor in building damage when considering throughput
- Issuing a move command to a province the unit is already fighting in no longer resets combat
- Non-NSB tanks once again have their correct reliability (80%) across the board
- Fix rail construction partial progress not getting saved correctly
- The Turkish investment decisions should now actually work
- Fix British designers focus for baltics not giving correct air bonuses
- Fix crash in any_navy_leader, all_navy_leader, any_army_leader, all_army_leader when there is no general/field marshal or no admiral in a country
- Stalinist mission Behead the Snake should now properly kill Trotsky when the player is going opposition.
- Changed the Polish Focus 'Request Autonomous Status' so it can be bypassed if Poland is more than autonomous than a reichsprotectorate or integrated puppet.
- Fix so that Franco can use Nationalist Infantry Division names in 39
- Fix upgrade costs not being calculated consistently
- Fixed issue where event for Poland dismissing Lithuania's claim to its throne is sent to the wrong country.
- Fixed issue where Poland's Ignacy Moscicki would have the legacy portrait instead of using the new one from NSB.
- Rocket interceptors pilots don't consider themselves too cool for school anymore
- Toggling naval region access settings should no longer make captains panic when they reach a blocked zone and get stuck in place
- Rumors of TODOs in Soviet Stalinist missions flavor texts turned out to be counter-revolutionary propaganda. There never was any TODOs.
- Fix carrier based fighters sometimes not contributing to combat
- Fixed CTD when renaming a railway gun variant.
1.11.5 patch.png
 
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however, rebalancing the entire naval module is not within the realms of a bugfix, though is something we have our eyes on for the undisclosed future.
This is fantastic news, I hope that the current state of the naval balance won't preserve until Hoi5.

I've loved the NSB patch, but I'm hopeful for another patch with bug fixes and balancing (including a look at CAS and Navy meta) prior to the big (presumably Italian) DLC.
 
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I hate to think that there are still bugs in the new trees when the team moves on to the next project.
I would not like that either, but have the developers said that this patch was the last one, or that there are no more fixes coming? I only ask, because I have seen a couple of posts like yours that seem to indicate people believe the developers are now going to move on. I have not seen any post that leads me to believe the developers are finished. Maybe I missed it.
 
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Is non-binary piercing a mechanic that is ever going to be added? It was one of the mechanic tweaks mentioned in the NSB dev diaries that has seemingly been completely forgotten about and unaddressed by the devs. While not a perfect solution, it would be (IMO) a vast improvement on the current binary piercing/armor system.
 
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@Midgeman_Official

Can something be done about Greek cores being stripped from their own lands when Bulgaria does it's focus tree? This can not be intentional as this is WILDLY a-historical and just plain silly, Greece would NEVER have just "given up" seeing these areas as theirs just because Bulgaria controls them for a couple years.
This is damned game breaking when playing as Greece as two of your core starting states are stripped of their cores and you have NO WAY to get them back.

I believe this has to simply be an overlooked and unintended side effect of overlapping focus trees. Please this needs attention. It makes playing as Greece downright un-fun and frustrating for no reason.
 
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@Midgeman_Official @MatRopert
Still no attempt to fix this rather very easy to fix Bug !

View attachment 799551
Wow it's been over a year
 
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Is add_offsite_building intentionally hard capped at 15 now?
 
It doesn't sound very convincing.)
Firstly, it is striking that the price in experience is 10, although other details are 1
Secondly, it is very illogical to make + 20% for armor - the price in production + 1%. Armor is cool - it's very expensive!
It also contradicts the very description: "...it requires the entire tank to be designed around it". If designing the entire tank around slopped armour is allegedly just 1% cost increase why even mention it?

Might as well say that putting Radio on a tank requires knowing electricity.
 
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It doesn't sound very convincing.)
Firstly, it is striking that the price in experience is 10, although other details are 1
Secondly, it is very illogical to make + 20% for armor - the price in production + 1%. Armor is cool - it's very expensive!
Yeah, I feel like riveted, cast and sloped armour should increase metal costs or something: first requires a frame to rivet stuff to, second needs to be thicker to provide similar protection (although, shouldn't be most expensive), third reduces available inner space.

Might as well say that putting Radio on a tank requires knowing electricity.
To be fair, turret rotation was done via electric engines, too.
 
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Just booted up the game and took a look at the Soviet tree, and did some console sorcery to check a few things.

All the egregious balance issues, and even bugs(like Curtailment of the Collective Farms focus not actually providing the recruitable population bonus it says it does), and other design issues like the Right Opposition coup being RNG based are still there. None of it appears to have been touched at all. The ridiculous broken level of consumer goods bonuses for the Right Opposition are still there, and so on...

Really a huge disappointment. It seems like there will never be adjustments here and that the Soviet alt-history branches aside from the monarchist one will just remain unfun, unbalanced, buggy, and(in my subjective judgement) unplayable.
Do you think right opposition is better then stalin?
 
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Hopefully it works like we hope and expect it to be working. But I wouldn't mind an explanation on what it really means.
As far as I know this means that CAG will protect it's fleet from land based naval bombing while stationed on a sea zone or moving through tiles. Has someone doublechecked already?
 
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There are no further plans to make significant changes to tank designer balance.
I didn't notice it in the patch notes, but can you make flame and amphibious drive variants of modern tanks now? Previously you could only designate light, medium, or heavy tanks as either of those.
 
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@Arheo @MatRopert @C0RAX @CraniumMuppet

There is a very serious bug right now associated with movement:

Previous version of the game state:

Divisions when they are in battle on tile 1, can move out of battle to adjacent tile 2 (which is controlled by friendly troops)

Current Version 1.11.5 State:

Divisions are unable to move to friendly tiles when they are in battle.

This makes it impossible for troops to retreat out of encirclements when they are pinned by enemy attacks.

This needs to be fixed urgently as it is gamebreaking. I just had a game where my Mountaineer volunteer in Spain simply couldn't move out of his developing encirclement because of an attack on his original location tile.

Update 01.31.2021

Here's a screen of what I observe:
1643658726074.png



Interestingly enough, I can however order attacks on enemy provinces despite not being able to retreat...
1643660435424.png
 
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Keep up the good work, although I do hope a solution for the naval production bug can be found soon.
 
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Any way to revert to 1.11.4? We had an MP round up and running and whilst the changes in general made are good, better tanks/worse motorized also means that the strategies used by some players are now invalidated and the balancing of the round will presumably be off by a fair bit. Can't see 1.11.4 in the beta menu of Steam though.
 
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