Hello Victorians!
We have released Opt in Beta 1.9.6 in a beta accessible version today, this is so we can receive bug reports and balance feedback ahead of its full public release on July 8th.
So, please send feedback/bug reports on the bug reporting forum labelled as ‘OIB 1.9.6’ so we know it is for this version or join our Discord to put feedback in our 1.9.6 Opt in Beta section!
If you want to opt in to the Beta Hotfix you can do so in Steam by following these steps:
Now on to the patchnotes! These are preliminary notes, there may be changes or additions in the final notes on the 8th.
Changes since 1.9.5:
Added July 3rd
Added July 4th
Added July 9th
Victorians!
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably a fix for AI calculation of the profitability of constructions making it reluctant to build new buildings, treaties being randomly invalidated for no reason and some fixes that make the “Make Protectorate wargoal work as it should.
As before, these are preliminary notes, there may be changes or additions in the final notes on release. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release. We are hoping to have the full patch ready for release by the end of the week so please focus your feedback and reports on game-breaking bugs or balance issues!
We have released Opt in Beta 1.9.6 in a beta accessible version today, this is so we can receive bug reports and balance feedback ahead of its full public release on July 8th.
So, please send feedback/bug reports on the bug reporting forum labelled as ‘OIB 1.9.6’ so we know it is for this version or join our Discord to put feedback in our 1.9.6 Opt in Beta section!
If you want to opt in to the Beta Hotfix you can do so in Steam by following these steps:
- Right click the game application in Steam, select ‘Properties’
- In Properties select ‘Betas’
- Now, in the Betas section open the check box and scroll to the entry labelled ‘opt-in-beta-1.9.6’ and click it.
- This will now start downloading to your game, as it is a new hotfix it may take some time to load for the first time.
- If you want to return to the live version of the game ‘1.9.5’ as of writing, then you follow the same steps but select ‘None’ in the Beta dropdown selection.
Now on to the patchnotes! These are preliminary notes, there may be changes or additions in the final notes on the 8th.
Changes since 1.9.5:
Improvements
- It is now possible to request the other party to owe you an obligation as part of treaty negotiations
- Deployment of additional invading armies is now disallowed for invader allies
- The cost of a treaty article now scales depending on existing lobbies and on the ranks of involved countries
- Consuming Prestige Goods now increases the Standard of Living of Pops, based on how large a percent of the value of their buy package is Prestige Goods
- Land invasions are now disallowed if it would take too long for armies to reach the target state
- Landlocked countries are now able to sign Goods Transfer deals with countries whose markets they border, even if they do not border the country itself
- The 'Earning Recognition' Journal Entry now gives advancement for being in the top #10 GDP rankings, and only retreats when you are not in the top #30 GDP rankings rather than retreating based on SoL or GDP per capita. It also retreats if you have Isolationism or a variant thereof.
AI
- Fixed a bug that was preventing the AI from constructing Trade Centers in states that did not already have a Trade Center
- The AI will now never declare neutrality before Countdown to War if doing so would void an alliance or defensive pact
- AI is now more interested in composing treaties with alliances and defensive pacts when they do not already have allies
- The AI now only cares about non-colonization agreements in regions that could be plausibly colonized by both countries
- The AI is now a bit less deterministic about which articles they include in treaties
- The AI will no longer break treaties with allies if both are involved in the same diplomatic play
- AI Britain will now properly prioritize taking a treaty port in Hong Kong when resolving the Opium Wars
- The AI logic for acceptance from gifting articles and equal exchange has been reworked to be more consistent and to look at the entire treaty instead of only specific articles. The AI now also only considers articles it actually wants to be gifts.
- Fixed a bug where the AI would sometimes not correctly send a composed treaty if they were trying to make it more fair first
- Fixed a bug where the AI would sometimes break a treaty they had just enforced through a wargoal
Balance
- The impact of obsessions & prestige goods on goods substitution now varies for different pop needs, with a reduced effect on food in particular as over-focusing on a single food can cause starvation
- Alliance/Defensive pact treaties are no longer automatically broken by being opponents in a diplomatic play but only if it actually goes to war
- Increased the demand for grain, fruit and groceries slightly
- The enactment chance from Law Commitment now scales with how much higher rank the committed-to country is compared to the committer. If the countries are of equal rank there is no bonus at all.
- Most wargoals that require any enemy state to be controlled now require any \*incorporated\* state to be occupied, so that for instance Money Transfer can't be extracted by occupying a random African colony
- The 'Dangerous Gunsmiths' event no longer lowers infamy for the arms exporter, so that you can no longer continually maintain 0 infamy just by exporting guns
- Ports now produce much less infrastructure, coastal states instead start with a bonus to infrastructure from population
- The events 'Disrespecting our Maps' and 'A Dubious Claim' no longer give infamy, but instead just reduce relations between the squabbling colonial powers
- Financial Districts, Manor Houses and in particular Company Headquarters now employ less people
- States now lose market access relative to % of enemy occupation, and become isolated if fully occupied
- Removed the pop birth rate penalty from high population relative to arable land, as there are now other mechanics to handle this
- Market Capitals now also provide 25% Trade Advantage
- The "Bremerhaven" state trait now also grants 5% MAPI
- Invented a few thousand more residents of British Ceylon so that the state can actually somewhat function
- Confédération générale des vignerons now requires Joint-Stock Companies instead of Central Planning, so Champagne can be produced earlier
- The state region of Hebei now starts with 5 Coal potential instead of 4
Content
- Added 7 new Prestige Goods. 6 of them are generic Prestige Goods so that they are a bit more widely available, no matter which country you play. Among them are notably a version of Small Arms and Artillery. Note that for this beta build, we did not give the new generic goods to historical companies yet. This will happen before the patch is officially released though.
- Added a new generic Military goods company producing Small Arms and Artillery. They can produce the new generic Small Arms Prestige Good. Also note that we have shifted around the icon from the Munitions company to this new company and have instead created a more fitting icon for the company producing Munitions and Explosives.
- Added historical clothing to William of Hanover
- Located about 3.5 million Nepalese hiding in cave systems under the Himalayas and dragged them out into the light (or: Nepal is no longer be drastically underpopulated compared to best-guess historical population studies, and has received adjustments to arable land and resources as well)
- Nepali culture now has the Indo-Aryan culture trait
Interface
- The goods transfer article now allows filtering goods with the usual categories found in the market panel
- The goods transfer article now allows sorting the visible goods by any of: name, price, buy / sell orders balance, buy orders, or sell orders. The sorting can be applied in reference to the market of either of the two countries involved
- Infamy generation and maneuvers cost breakdowns for enforced treaty article wargoals now display the scripted factors that participate in the calculation
- Added paging for Articles in the Treaty fancy tooltip when there are more than 10 Articles on one side
- Changed the default map mode for the Power Bloc panel to be the Power Bloc Leverage map mode
- Fixed a whole bunch of overlapping texts in various panels
Performance
- Fixed suspected cause of micro freezes related to Coat of Arms and text icons
- Improved performance of daily tick tasks
Modding
- Added a trigger for controlling whether a company charter is possible to grant or not
- Added new value link gdp_ranking
- Added a trigger for controlling whether a monopoly can be made with a given building type
- Added new trigger num_potential_resources
- Treaty article visible trigger now takes scope other_country so that visibility can take both countries into account
- Treaty article goods input triggers now takes scope other_market_goods for the good in other country's market
- Added new value link ai_colonization_value
- Added years_to_incorporate state trigger
Bugfixes
- Fixed an issue where armies were automatically deployed to naval invasion fronts and became locked to it this way
- Fixed a bug where other companies already owning building levels in a state were prioritized over monopoly companies for privatization
- Fixed a bug where war goals are removed from a diplomatic play when a subject's overlord joins the subject's war
- Fixed a bug where disbanding a company could lock an industry from being monopolized by another company
- Fixed a bug where the AI would treat State Transfers as being worth nothing when giving states away due to an incorrectly set flag. This could also cause the AI to sometimes refuse treaties they were clearly shown to accept.
- Fixed an issue where the AI would send too many units to a naval invasion front, causing themselves penalties
- Fixed a bug where pops were unlikely to migrate to a treaty port where their culture had low acceptance
- Fixed a bug where if you had a regional HQ in the annexing country and all your property was in the annexed country, your company would destroy its own HQ and move it to the annexing country
- Enforce Treaty Article wargoals now follow the same inclusion limitation rules as normal treaty articles
- It is no longer possible to incorrectly promise an obligation to a country that already owes you an obligation, when drafting a treaty
- Fixed a bug that was blocking Treaty wargoals from being properly used in Sways
- Fixed an issue where power blocs' current leverage wouldn't decrease if all power blocs had a predicted leverage lower than their current leverage
- Fixed an issue where invasions could continue after a war had ended
- Fixed an issue when battles couldn't occur on the front due to incorrect occupation data
- Fixed an issue when generals couldn't advance due to missing state assignments
- Fixed a bug where after disbanding an HQ, a null object HQ could start buying levels
- Fixed an accidentally missing functionality whereupon a country that repudiates an obligation will see obligations they owe or call in in treaties be worth less acceptance score
- When setting inputs for a Treaty wargoal Sway, acceptance shown is now the actual values for the Sway
- Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
- Fixed a case where countries not owned by a company would replace their ruler unnecessarily when becoming independent
- Unrecognized Nations can no longer grant Companies Colonial Charters as they are not allowed to have the Chartered Company type of Subject
- Fixed an issue where defeated fleets failed to return home for repairs when another admiral died
- Fixed an issue where the AI could capitulate in the wrong war
- Fixed an issue when occupation could persist after a war ended
- Fixed an issue where the law commitment article would give a bonus to enactment chance to both countries, instead of just one of them
- Fixed a bug where annexing a state or a country sometimes did not correctly remove the Regional HQ in it
- Fixed a bug that would cause new conscription centers associated with a mobilized army during war to be created in an inactive state
- When setting inputs for an added Treaty wargoal, acceptances are no longer shown
- Fixed a bug in the AI calculation for constructing Trade Centers where it was applying a nonsense profitability score instead of only looking at Trade Potential
- Fixed a bug where the Alliance treaty article would be unavailable without explanation in the tooltip (the reason was already having an Alliance and lacking Multilateral Alliances)
- Fixed a bug where the acceptance tooltip for subject actions contained a NULL_OBJ due to missing scope
- Fixed a bug where some 'request' diplomatic actions (such as request knowledge sharing) could not be used
- Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
- Treaties that are only drafts no longer affect daily relations gain/loss progress
- Fixed ruler traits not working for company executive rulers
- Alliance articles now correctly check if either side can still have an alliance or have researched Multilateral Alliances
- Fixed an Out of Sync issue in multiplayer related to fronts
- Fixed an issue where the goods producer rank could be evaluated incorrectly
- Fixed an issue where the popup when you attempted to revoke a Trade Rights company charter incorrectly claimed it would nationalize buildings
- Fixed a graphics bug where black squares would appear during revolutions due to a particle issue
- Fixed a bug that would cause enforce treaty article wargoals used as part of sways to change allegiance during a diplomatic play to fail to allow the player to actually select the desired inputs
- Fixed some instances in which alliances and defensive pacts were not always correctly taken into consideration for various operations
- Right-clicking on a treaty proposal now declines it, rather than effectively ghosting the opposite party forever
- Fixed a bug with the has_subject_relation_with trigger which caused it to evaluate false if checked from the overlord's perspective
- Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
- Fixed an issue where tooltip with effects for breaking a treaty would show misleading information, either in the form of effects that would not be applied or by hiding effects that would be
- Landlocked countries can now only use Goods Transfer articles with neighbors
- A bunch of references to Isolationism now also take the Canton System into account
- Fixed an issue where barracks could merge incorrectly during the annexation of split states
- Fixed a bug where changing resolution when using vulkan would sometimes offset the positions of your mouse and some gui elements
- Fixed an issue where in some cases the notification for a treaty proposal being declined would display the wrong country if the treaty was a renegotiation
- Fixed a display issue in the migration tooltip where it would show you the wrong market in case of a treaty port
- Fixed the *_scope_ally scriptlist not working correctly (blocked establishing the Anglo-Persian Oil Company, among other things)
- Fixed the num_defensive_pacts link not working correctly
- Transfer state treaty articles that transfer a split state that stops existing after the treaty enters into force are now removed from the treaty. If this causes the treaty to have no more articles, the treaty will dissolve without any effect or penalty. This fixes a bug were using a transfer state article to transfer a split state could lead to the article referring to the null state.
- Fixed a visual bug that would lead to incorrect influence maintenance costs displayed when drafting treaties after removing directed articles originating from the non-player country
- Fixed an issue that was causing many Capitalists and Aristocrats to start with much lower wealth than their income could cover
- Fixed an issue where total and per-market exports/imports would not add up correctly
- Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
- Fixed a crash that could happen when using the markets map mode
- Requesting Military Assistance in the "The Eastern Frontier" Journal Entry no longer creates duplicate treaties
- Auto-expand tooltip text regarding market access now shows greater than instead of less than. This time for real.
- Fixed a (visual only) bug where the wrong country would sometimes be shown as getting infamy when withdrawing from a treaty
- Fixed an issue that caused Law tooltips to omit certain effects
- Fixed the description text for the "Returned from Exile" notification
Added July 3rd
Hello Victorians, some changes, fixes and improvements to the Opt In Beta 1.9.6 branch today listed below, most notably -
Fixed an issue where predicted earnings for buildings were being badly miscalculated, resulting in numerous issues such as no privatization of buildings and no construction of Trade Centers
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Fixed an issue where predicted earnings for buildings were being badly miscalculated, resulting in numerous issues such as no privatization of buildings and no construction of Trade Centers
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Improvements
- Treaty Articles can now be flagged as either hostile or friendly and will be considered neutral if neither flag is set. Anti-Country Lobbies will increase the cost of friendly articles (such as Alliance) and reduce the cost of hostile ones (such as Treaty Port), while Pro-Country Lobbies have the opposite effect. Neutral articles are not impacted by lobbies.
AI
- The AI will now be a bit more keen on reaching its spending targets for innovation and construction when they can afford to
- The AI will now aim to have larger, more effective fleets instead of splitting its navy into tons of tiny fleets
Balance
- Money Transfer articles are now capped to a total combined 50% of country income
- Pop movement attraction base value impact from Bolstering and Suppressing has been reduced by half
- AI acceptance for Company Monopoly articles now also takes resource potentials into account
- The 'Rogue Prince' modifier now gives Tewdoros II +5 offense and +5 defense instead of the quite ludicrous +30 it used to give
- Tewdoros II now starts with 'Experienced Offensive Planner' instead of 'Expert Offensive Planner'
- The "Equality for All" Journal Entry now checks for base cultural acceptance
Content
- The 'Age of Princes' Journal Entry (and associated 'Unify Ethopia' diplomatic play) will now only activate once Centralization is researched
- Tossing out your current ruler to enthrone Tewdoros II will now generate radicals, and refusing to enthrone him will generate loyalists, so that the event is only 99% a no-brainer instead of 100%
Modding
- Fixed a bug where set_country_type effect would not work when changing from decentralized country type
Bugfixes
- Fixed an issue where predicted earnings for buildings were being badly miscalculated, resulting in numerous issues such as no privatization of buildings and no construction of Trade Centers
- Fixed an issue where sway proposals weren't being sent to players
- Fixed an issue where naval invading formations lacked a supply route
- Fixed an issue where formations without a valid supply route still received full supply
- Fixed a bug where pops working in Private Infrastructure and Financial Districts were not able to join the Petit-Bourgeoisie due to missing workplace checks
- Fixed a bug where pops were unlikely to migrate to a treaty port where their culture had low acceptance.
- Fixed an issue where formations couldn't be deployed to fronts with split theaters
- Proposals that are let expired/timed out are now considered declined, therefore it is no longer possible to skirt around an obligation being called in during a treaty negotiation by pretending nobody's home
- Fixed a bug where Treaty Ports were not correctly considered part of a Market when calculating its average Trade Advantage, resulting in (among other things) inconsistent Advantage numbers in the UI
- Fixed an issue where formations could be auto-deployed to distant fronts
- Fixed a bug where Agitators would join a different movement from the predicted one when being invited from the exile pool
- Fixed an instance in Money Transfer AI acceptance where the text would sometimes refer to the wrong country
Added July 4th
Hello, we are back Victorians!
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably reverting the nerf to bolstering a political movement, slight changes to port infrastructure and humiliation is now the default war goal instead of money transfer!
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th (if all goes to plan). The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Please note - We have one critical known issue currently in the opt in beta we have identified and looking at solutions for:
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably reverting the nerf to bolstering a political movement, slight changes to port infrastructure and humiliation is now the default war goal instead of money transfer!
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th (if all goes to plan). The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Please note - We have one critical known issue currently in the opt in beta we have identified and looking at solutions for:
- Military formations can teleport without travelling.
Improvements
- Resetting a treaty (either full reset or either side) when renegotiating an existing treaty will now restore the treaty to the original treaty being amended instead of removing all articles (this also happens to fix an issue where you could remove non-renegotiable articles from treaties by resetting them during renegotiation)
- The Indian Railway in the Purveyor of Progress JE can now be completed without owning the states, or indeed the railways. It is available to any Indian country that becomes large enough to have a state in each of the listed strategic regions.
- Industrialists in newly created Company Countries now start off with the Colonialist Ideology
AI
- Fixed a bug that was preventing the AI (and autonomous investment) from investing in more than a single level of certain buildings (most prominently Power Plants), caused by using the wrong profitability calculation
- Subjects are now far more likely to accept when having a Law imposed upon them by their Overlord as long as they are loyal
- The AI now values states that it has not incorporated yet but can incorporate much higher
Balance
- Humiliation is now the default war goal instead of money transfer, can be used against non-rivals, and only requires you to control any enemy state (including unincorporated ones) but has less impact on leverage. A define can be toggled to change the default war goal back to money transfer.
- Reverted the nerf to Bolstering pop movement attraction base value impact completely
- Slightly increased the infrastructure generated by Ports by 1 across all PMs with the exception of Anchorage
- The Capital State of a country now generates some more baseline Infrastructure from number of Pops than regular states
- Law Commitment to "Slavery Banned" now also increases pop attraction of the Abolitionist Movement
- Revoke Claim now only requires you to control any enemy state (including unincorporated ones) when targeting a state neither side owns
- Military Access, Transit Rights, No Tariffs, No Subventions, Foreign Investment Rights and Trade Privileges now only requires you to control any enemy state (including unincorporated ones) when used as a wargoal
- Added Rye Farms as possible extension building type to the Russian Vodka company and Guinness
Content
- Ensured that the Bombay Burmah company also checks for overlord's treaties. The tooltip looks a bit funky for the moment, but it works. This will be fixed in a future update with custom localization.
Interface
- When a treaty proposal is declined, that treaty will now be used as the basis for negotiation the next time you go to draft a treaty with the declining country (this does not persist over save games, however).
- Added a proper tooltip for non-fulfillment conditions for Military Assistance treaty article
- Generic Prestige Goods in historical companies should now correctly show the requirement to fulfill the according Journal Entry to unlock it
- Added the "Religions Overview" map mode to the list of map modes accessible through the Society panel
- (Beta only) Adjusted the text icon references for the new Prestige Goods so we can display them properly
Modding
- Fixed a bug causing crashes on startup if the map spline network referenced invalid state regions
Bugfixes
- Fixed the number of available options reported for some articles during treaty negotiations
- Fixed a bug where some buildings were setting wages too high relative to profitability targets, resulting in low dividends for ownership buildings
- Article types whose `visible` trigger returns false are no longer visible in the list of articles shown when drafting treaties
- Fixed a bug where the world_market_access trigger was returning market access instead
- Fixed an issue where the influence cost of treaties wouldn't display correctly when looking at a signed treaty
- Fixed an issue where the influence cost in the treaty draft panel would display an incorrect value when resetting either side
- Fixed an issue where the influence cost of treaties would display as 0 when renegotiating a treaty
- Fixed an issue where the article numbering wouldn't display correctly in some situations
- Fixed a bug where pops would sometimes start with a much lower standard of living than their income could afford
- Fixed a bug where the population census data would fail to display a pop's interest group
- Fixed a (visual only) bug where all buildings appeared to have privatization disabled under Laissez-Faire
- Added STATE_ASTURIAS & STATE_CORSICA in treaty_ports scripted triggers for Western Protectorate achievement
- Fixed a source of error spam in the power bloc panel
Added July 9th
Victorians!
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably a fix for AI calculation of the profitability of constructions making it reluctant to build new buildings, treaties being randomly invalidated for no reason and some fixes that make the “Make Protectorate wargoal work as it should.
As before, these are preliminary notes, there may be changes or additions in the final notes on release. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release. We are hoping to have the full patch ready for release by the end of the week so please focus your feedback and reports on game-breaking bugs or balance issues!
Improvements
- Western Guangdong now has the 'Natural Harbors' state trait
AI
- Fixed a bug where the AI (and autonomous investment) was calculating the profitability of constructions for all current levels of existing buildings, resulting in it being very reluctant to construct new buildings
- Fixed a bug where the AI would sometimes not withdraw from war reparations treaties after the binding period was up, even if they had no reason to keep the treaty active
- The AI will no longer refuse to construct Trade Centers in Treaty Ports due to low GDP but will always consider Treaty Ports valid targets of Trade Center construction
- Fixed an issue where the AI would spam ports in foreign states that were lacking infrastructure
- Improved the AI's ability to perform specific constructions for the purpose of company formation
Balance
- Silk is now purchased as part of pop Luxury Item needs, though with a low weight compared to other goods in the category
- Reduced the construction cost of Power Plants from 800 to 400
- Trade Capacity is now only reduced by 25% under Canton System (down from 50%)
- Increased Arts Academy profitability on all PMs
- Western Guangdong now starts with a larger Trade Center, Port and Shipyards and a lot more Silk/Tea exports
Interface
- Added an empty state for Political Movements in the Pop Details panel
- Made sure the Treaty UIs are not allowed to expand too much horizontally to avoid a horizontal scrollbar appearing in some cases
- Added information about who is using/owing obligations directly to the Treaty Proposal tooltip when received
- Made the acceptance text in the Send Proposal button tooltip be allowed to multiline so all languages with longer texts can see the acceptance chance percentage
Bugfixes
- Fixed a bug where sometimes articles could get randomly invalidated for no reason when a lot of articles were being invalidated globally on the same update (most prominent when BIC dissolved)
- Fixed an issue where wargoals would not be enforced if a Make Protectorate war goal was included and there was a mix of war goal holders
- Fixed an issue where the peace deal notification wouldn't include all war goals if you capitulated and the "Make Protectorate" war goal was executed
- Treaties will now have all their articles be frozen if the two countries in the treaty are at war with each other.
- Fixed a bug where subjects whose overlords were on the same side in a war could sometimes become war leaders and/or peace negotiators
- It is no longer possible for Great Qing to construct Trade Centers in other countries under Canton System
- Fixed a bug where some military buildings could have more levels than units they supplied
- Removed the accidental ability of formations to telepathically affect battles on fronts that are physically distant from the formation itself. It was caused by an order of operations issue causing formations to believe the basecamp of the new front they were being deployed to was the same basecamp as the one for the front they were already in, making them reason that they reached their destination (the new front) without taking a single step
- Fixed a caching issue leading to formations sometimes being incorrectly considered to be on a front they were not on
- Fixed a bug where conscripts would never upgrade to armies
- Fixed a bug where the game would show "units are too different" when checking the upgrade for the top line unit
- Fixed an issue where mutual articles wouldn't properly show as being frozen in the UI
- Fixed a bug where the 'disqualified unification candidate' status would be reset if a country had a successful revolution
- Fixed a crash to desktop caused by supply routes and formation caches disagreeing after an unknown condition
- Fixed an issue that caused a crash when hovering the Innovation breakdown when playing the game in German
- Added description for when there are no units to be upgraded
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