• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Victoria 3 - Dev Diary #73 - Open Beta and Update 1.2 overview

16_9.jpg

Hello and welcome! Today we'll be covering several topics relating to Update 1.2:

  • Open 1.2 Beta
  • Feature Overview
  • Anticipated 1.2 Release Date

As mentioned in our last dev diary, 1.2 is a big update with some far-reaching changes, and we don't want to push it out before we feel it's ready for primetime. We're happy overall with the reception of Update 1.1, but those of you who were with us during its initial release will remember - perhaps fondly, perhaps not - how the Legitimacy mechanics seemed to change from day to day for a while there. While we finally managed to iron out most of the kinks in 1.1.2 (more on that later) this is the kind of scenario we'd like to avoid going forward. With a game as highly interconnected and complex as Victoria 3, the only way to do that is to give the patch enough time in the oven, letting our playtesters really give everything a solid rundown.

At the same time, Update 1.2 brings some substantial improvements in several areas that we know are important to you, and we don't want to keep those away from you longer than we absolutely have to. Disentangling specific improvements and bug fixes from the rest of the changes that have already been done to the branch is itself laborious and error-prone. Our assessment is that releasing those in hotfixes would be risky.

So how do we marry these two things together - giving you access to upcoming content as soon as possible, while ensuring high quality of the upcoming update? By launching our first Open Beta, of course! In this way you will have a chance to experience all the juicy parts of Update 1.2, but also share your feedback with us in advance, allowing us to improve what we are currently working on.

Our planned beta launch date is February 8th at 10:00 CET. At that point a new Steam beta branch 1.2-beta will become available to anyone who owns Victoria 3. A new forum post will be made with step-by-step instructions for how to enable it. Once you've started playing the beta, you can always switch back to the live branch in the same way. As always, your existing save games might not be fully compatible with this new version, and you should definitely not expect saves made in 1.2 to be backwards compatible with 1.1.2.

We will also launch a new beta section on our Victoria 3 Discord server where you can discuss the update with other players and report any bugs or balance issues you find. Our moderators will be active on this channel, and so will developers and QA team members as time permits. If you prefer not to use Discord you can also file bugs using our forum bug report tool, even for the beta version.

After the initial beta release, we plan on releasing two additional updates on the beta branch on a weekly basis, containing additional bug fixes, performance improvements, etc and also adjustments we've made according to your feedback. The exact release dates and times of these updates are to be confirmed, but we will keep you posted on the Discord channel.

To set expectations at the right level, playing the beta build will not be a buttery-smooth experience! Some aspects of the game will be greatly improved, but other things will be in a rougher state, and there will be bugs (if not, we'd just launch it without a beta phase!)

Also, some features will be in a less mature state at the beginning of beta than they will be at release. For example, Strategic Objectives will be limited to one per country during the beta, but the intent is to expand this to allow for designating multiple Strategic Objectives. This slimmed-down version is included in the beta to allow you to try it out and feedback on how it feels in general while we continue to work on the full implementation.

So do keep in mind that while you'll get a sneak peek at the latest features and will see many improvements, you should expect some speed bumps along the way. And when you do, we want to hear about it!

Below you can find a short list of some of the new features and improvements made in 1.2. As always, just because something is not on this list doesn't mean we're not aware of it, and may even have addressed it already! The full changelog will be published closer to the release date.

image1.jpg

New Features
  • Autonomous Investment system
  • Strategic Objectives for planning military campaigns
  • Customizable notification settings
  • In-game music player
  • Key rebinding

Improvements and bug fixes
  • Performance optimization
  • Improved AI handling of economy and military, including port management
  • Greater differences in economic systems
  • More realistic modeling of trade route profits and GDP
  • Worldwide Arable Land revision and migration balancing
  • Mega-parties limited by tweaks to party formation logic and ideology

Interface
  • Trade panel overhaul for easier route management
  • More clarity on Pop Needs, Convoys, Radicals and Loyalists
  • Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
  • Outliner enhanced with pinnable market goods and characters
  • Reduced notification spam


We are going to cover most of these things in dev diaries leading up to the release of 1.2, so details on what exactly these entail may be sparse until then. However, all of these will be in the beta build when we release it (although to reiterate, perhaps not in their final form) so come February 8th you can explore them for yourself!

After the third and final beta release, but before the live release of Update 1.2, you can expect the beta build and the beta section on Discord to become unavailable, as we will be channeling all our resources into the release. We will keep you updated on the expected beta shutdown date on Discord as well, of course.

Our preliminary release date for Update 1.2, assuming all goes according to plan, is March 13th. For those of you who opt to continue playing 1.1.2 until then you can follow the new features in upcoming dev diaries. For the rest of you, I'll see you on Discord on Feb 8!

v3_discordbanner.jpg
 
Last edited by a moderator:
  • 144Like
  • 69Love
  • 12
  • 7
  • 1
Reactions:
  • 2
Reactions:
Less related to the beta and more related to 1.2 generally, are there any plans to adjust the military system so that when one of our generals dies, their ENTIRE ARMY doesn't decide to desert the front and head home and force you to wait several months to re-mobilize and send them back to the front? It boggles my mind that this is the system and it's INCREDIBLY annoying.
 
  • 7
  • 1Like
  • 1
  • 1
Reactions:
Less related to the beta and more related to 1.2 generally, are there any plans to adjust the military system so that when one of our generals dies, their ENTIRE ARMY doesn't decide to desert the front and head home and force you to wait several months to re-mobilize and send them back to the front? It boggles my mind that this is the system and it's INCREDIBLY annoying.
If only there was some way for the player to somehow control their military in any way... Amazing how endless the list of issues is thanks to their stubbornness on refusing player interaction with war. Their AI is so pathetic and bad, and there are a million bugs and glitches with warfare because it's all hidden and AI run. Can't wait for the flood of downvotes for telling the truth.
 
  • 5
  • 3
  • 1Haha
Reactions:
Less related to the beta and more related to 1.2 generally, are there any plans to adjust the military system so that when one of our generals dies, their ENTIRE ARMY doesn't decide to desert the front and head home and force you to wait several months to re-mobilize and send them back to the front? It boggles my mind that this is the system and it's INCREDIBLY annoying.
Agree, reminds me to why i have to mobilize my 'standing' forces? Don't get the joke...
 
  • 2
Reactions:
If only there was some way for the player to somehow control their military in any way... Amazing how endless the list of issues is thanks to their stubbornness on refusing player interaction with war. Their AI is so pathetic and bad, and there are a million bugs and glitches with warfare because it's all hidden and AI run. Can't wait for the flood of downvotes for telling the truth.
True, in almost 30 years of playing strategy games i haven't seen such. How should WW1 kind of 'simulated' then?
 
  • 1
Reactions:
Their AI is so pathetic and bad, and there are a million bugs and glitches with warfare because it's all hidden and AI run.
Good thing they are constantly improving AI (and just did so in this very beta, in fact), and bugs and glitches happen despite the system, and not literally because of it.

Can't wait for the flood of downvotes for telling the truth.
This is a very weird "truth", considering the above.
 
  • 4
  • 3
Reactions:
Agree, reminds me to why i have to mobilize my 'standing' forces? Don't get the joke...
Um, most modern western countries have standing forces and try to deploy them without weeks of notice.

There's usually a fraction available sooner, but after that it's mobilization.
The soldiers are already sitting around, it's mostly about logistics.
 
  • 3
Reactions:
Um, most modern western countries have standing forces and try to deploy them without weeks of notice.

There's usually a fraction available sooner, but after that it's mobilization.
The soldiers are already sitting around, it's mostly about logistics.
Truely logistics should take an effect in late game (1920s) comparing it to 1840s it lasts way too long. Warfare changed in late 1850s due extensive railway use due relocation. Nowadays a complete different story.

Good thing they are constantly improving AI (and just did so in this very beta, in fact), and bugs and glitches happen despite the system, and not literally because of it.
Trade and Economy (factories) have no AI but military has such. Add an AI everythere and make it optional so anyone can do with such as he likes. HOI3 had such as a i recall that was great for learning mechanics separately, after that (inferior) AI was permamently switched off.
 
  • 3
  • 1
  • 1
Reactions:
Trade and Economy (factories) have no AI
They technically do due to auto-expand, the way trade grows and shrinks on its own, and the new autonomous construction.
but military has such.
With the addition of strategic objetives, this is technically no longer true, though it's a bit limited now.
HOI3 had such as a i recall that was great for learning mechanics separately
Haven't played HoI3, but from the way I hear others talking about it, this is not true.
 
  • 3
  • 2
Reactions:
Haven't played HoI3, but from the way I hear others talking about it, this is not true.
Checking my mind:
Unit building: yes (conforming though)
Unit deployment : yes
Espionage: yes
Divide of research points (espionage etc): yes
Trade: yes
Research itself: yes
Just asking me, that is a lot (optional) AI
 
Checking my mind:
Unit building: yes (conforming though)
Unit deployment : yes
Espionage: yes
Divide of research points (espionage etc): yes
Trade: yes
Research itself: yes
Just asking me, that is a lot (optional) AI
I wasn't talking about HoI3 having optional AI, I was talking about "as a i recall that was great for learning mechanics separately", as in, it doesn't seems like it was.
 
  • 1
Reactions:
Here is the code I used to create those images https://github.com/Licarious/Vic3MapCSharp
ok thx. I would be happy after some big updates when starting the game like with EU4 you get a country description something in form like:

at this time country x has following problems, challenges and strenghts, this are your immediate .... than also a raw overview of what's produced in country.
this is why returning to a vic2 production overview is unavoidable.

my hopes are there is a realistic resource setting realised in next updates.

This is the only game i think a classic version can be made of to cater to players who want more realism and not that heavy gpu load, say something just marginally
better in terms of graphics as vic2

(look so forward to something like this, that mines function same like vic2 almost and you have those kind of similar nice overviews, spheres, as well as measurement of goods production and shipping / trading in metric tons..).
 
Last edited:
  • 2Like
Reactions:
Because it would introduce an absolutely insane amount of micro to manually set sliders of PM distributions on individual buildings.

We're considering different solutions to the industrial good output substitution problem long-term, but at the moment balancing the system we have is better.
Why would you need to set such a slider on an individual building level instead of just overall PM level? Wouldn't part of the point be to be able to balance your overall production without having to change the PM of potentially dozens of individual buildings? To me it seems like such a slider could reduce the amount of micro needed, not increase it.
 
  • 2
Reactions:
Why would you need to set such a slider on an individual building level instead of just overall PM level? Wouldn't part of the point be to be able to balance your overall production without having to change the PM of potentially dozens of individual buildings? To me it seems like such a slider could reduce the amount of micro needed, not increase it.

Production method setting manually is in range of command economy, they can start into looking to automatise this for any political system where people have a free choice.

I would like to see they move away from current black and white approach that suddenly every farm produces grain and no one makes for example wodka or whiskey.
This is just creating unecessary micro and shying away from much more cooler macro things to look at
 
  • 1
  • 1
  • 1
Reactions: