As we already know,which bugs are fixed in 1.08, I decided to open the thread for the discussion of bugs and wishes to be fixed/addressed in 1.09. Post away folks! 
Things still to do:
A. BUGS
1) There are still annoying errors in the German translation of messages:
- Still, all sea battles are referred to as 'Feldschlacht' ('field battle') in the protocol
- On the other hand You often recieve messages from the 'Admirality' where it absolutely makes no sense...
- When converting to counterreformed, the message about the effects is wrong and misleading
2) There´s a 'siege bug': When two countries (allied or not) besiege the same city and one of them concludes a peace treaty/seperate peace, the fortress is restored to full, even when there´s still the other enemy in the siege, who has therefore to begin anew. This even holds, when the retiring army is very small compared to the remaining force.
3) Every patching registers EU anew without deleting the old entries from the registry.
4) The presence of an army or 'army in conscription' or 'promotion of bureaucrat' in a province in some cases prevents accessing capital cities, because of overlapping. Tianin cot is not selectable from the default map when ships are in the harbour.
5) The event 'Unruhe unter den Bauern' (or so) is accompanied with a message saying revolt risk is increased by 5 in CORE PROVINCES. Actually, revolt risk is increased in all provinces, though.
6) There are still problems with the data in the ledger.
7) AI is too less aware of attrition. This has several consequences:
- Often huge armies are left to dwindle away in winter
- Often an ally 'comes to help' in a siege thereby causing huge attriton losses to the player originally besieging the fortress
8) Placing an army on vassal territory during peacetime gives You the enemy supply value.
9) Still the AI tends to garrison isles too much in later stages of the game (the balance get´s slowly but surely tilted). This often leads to the result, that if the AI has reached a certain total amount armies to maintain, it doesn´t buy ANY armies to protect the mainland. It even tends to declare wars (thinking, there are enough armies) without having the ships to move those isle based armies back to defend the mainland. Main example is still Venice, but there are others, too, e.g. Oman, which often heavily garrisons Sansibar.
10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.
11) Sometimes alliance enddates in the ledger are set more than a hundred years into the future
12) The 'scandal at court. diplomatic ability set to one for 20 months' event actually increases diplomatical ability of the monarch by one and gives You more diplomats ('royal diplomacy').
13) Another multiplayer crash bug: When you try to brake off a siege and move on to another province the game crashes.
14) On some occasions enemy fleets don´t leave the harbour when a province is conquered. One cannot use the harbour properly later with the enemy fleet still in port.
15) Sometimes a tradepost/colony cannot be established despite having exactly the money needed. If one has one ducat more than required, everything´s working again. Note: This is probably due to incorrect roundings.
16) Countries mostly seem to build armies while at war only. They begin conscripting as soon as war is declared. Now if a peace treaty is concluded shortly after declaration of war (conscription orders already issued), they tend to have a nice standing army ready for the next war. If however their army was reduced in fighting, they often tend to not replace the losses after the war, making them easy prey in the next one. It would be a good idea, if countries would try to continuously maintain a standing army appropriate to their size.
17) Saxony´s default leaders seem to override any leaders of any country when it comes to the question of who will get a province after a joint seige.
Note#1: Oranje and me discovered this independently of one another. In my case I as Austria sieged Switzerland together with Saxony. The only leader in the stack was Austrian´s Ferdinand (highest monarch category). Saxony got the province. I could reproduce this with many other variant settings, too.)
Note #2: This maybe occurrs also with other countries. Some players argued, that the underlying bug maybe is, that monarchs are not rated higher than default leaders.
18) Although allegedly intended, the apriori refusal of royal marriages at around 0 relations isn´t realistic. In this case it should depend on Your monarchs diplomatical abilities.
19) It is possible to build an army in another countries' province: Select the foreign province so that it appears in the left pane, scroll over to your country and right-click on one of your provinces, select build army from the menu.
20) If a loan is offered to another human, and they accept the loan, it will within a month present the debtor nation with a message stating that the loan is due. If they decline to pay, they lose one stability and give a cassus belli. This is true for loans that have been set to the default lenght or even 10 year loans.
21) People report, that whenever rebels appear in a province where an army is already stationed, this army has an increased chance of loosing the ensuing battle regardless of armystrength, morals etc. On the other hand it is no problem to attack and defeat those rebels with relatively minor armies moving into the province from the outside. (This doesn´t seem to be a very serious issue, though.)
22) The 'temporal insanity of monarch' event reduces the stats of the monarch for the rest of his reign instead for just the time specified (ten months, I think).
23) Religious conversion now seems to leave all royal marriages intact. This should only be the case when changing from catholic to counterreformed (and maybe from lutheran to reformed), though.
24) Stealing rudders by winning a seabattle is occuring much too often.
25) Unbreakable royal marriages. These are indeed three bugs in one:
- You cannot break royal marriages.
- A newly made vassal retains his royal marriages
- Change of religion does not cancel royal marriages - they shouldn´t be cancelled when changing form catholic to counterreformed (and maybe from lutheran to reformed) but in all other cases, they should, especially when changing from lutheran/reformed to catholic and from catholic/counterreformed to lutheran.
26) Sometimes countries hort enormous amounts of money in treasury ('cashcow').
27) Sometimes when a peace is concluded, control of a province not included into a peace treaty doesn´t switch back to the original owner. The following incident was reported by Sean9898 and sheds light on how rebels are involved in this issue:
... as France I aquired Istria. Austria declared war on France, and simultaneously a revolt in Istria handed the fort over to the rebels. Austria sieged and took Istria from the rebels, the war with France ended in a white peace, but Istria remained as France owned, Austria controlled, and though I could enter the province with land troops, they suffered attrition, and did not fight.
28) When selecting an army and hovering the pointer over a vassal´s territory, the pointer is greyed despite the territory being accessible.
29) Though the pope never accepts a royal marriage, the option isn´t greyed out.
30) When reloading a game where you are in a combat with rebels, the graphics no longer show the rebels, and the rebels no longer seem to take losses or loose morale.
31) When reinforcing a force of besiegers who are under attack by enemy troops, no reinforcements occur. The reinforcing army waits until the besieging force has been defeated before attacking the enemy.
32) Force converted countries still reconvert after a few months instead of not earlier than five years after the peace treaty. (Confirmed with Dutch)
33) It is still (or again?) possible to switch to Counterreformed after the edict of tolerance.
34) Sometimes, when an explorer dies, the fleet is still able to explore Mare Incognita.
35) It is not possible to move ships in or out of the port at Fiji.
B. MOST WANTED CHANGES (aka 'wish list', starred entries could also count as bugs)
1) Ship attrition supervisor
2) Stats of the enemy leaders should be displayed when moving the cursor over an army, at least when 'fog of war' is off.
3) Toggle automatic trader dispatch on/off for each cot seperately.
4) 'History' in the ledger should be implemented.
5) It should be possible to organize troops during a siege in a more convenient manner (i.e. the same way as when not staging a siege).
6) There should be a message when an army has finished boarding a fleet.
7) Savegames should be deletable from within the game.
8) When a leader dies, You do not have the option to 'go there' ('zeigen'). This should be added.
9) In the ledger, a list should be added, which comprehensively shows which buildings every province already has. One should also be able to access the provinces from that list.
10) Nationalism revolt risk should be somewhat lessened for diplomatical annexations. Instead of a starting risk of 3 with 30 years duration, a starting risk of 2 with 20 years duration should be in order. Making a difference here would be historically more plausible and furthermore motivate players to use the diplomatical features of the game more often.
11) seems to be fixed.
12) People would like to have the additional option of vassalising a fully occupied country instead of only being able to annex it (more important now with the new nationalism revolt risk).
13) People would like to be able to demand unconquered provinces in a peace treaty at the expense of, let´s say, a doubled 'stars cost'.
14) Still people would like the AI to actually PAY the agreed upon indemnities. If a country hasn´t enough money, it should refuse the peace treaty. Or better: the player should be informed beforehand how much money a country can actually pay in indemnities.
15) People would love to have some ingame feedback on their actual 'badboyness' (compared to other nations).
16) People would love to have two autosave slots in case of the game crashing during autosave thereby destroying that file.
*17) People would like a timelimit for the existence of marauding enemy armies after a peace was concluded.
18) People would like to face the danger of loosing by having their country annexed.
*19) It would be much better if diploannexing would also require military alliance (as with vassalship).
20) The MER tag should be made fully functional (lacks diplomatic interaction).
21) People would like to check for how long a peace treaty is still going without having to use the 'declare war' button (and then back off after the warning).
22) In singleplayer mode in the options screen people want to be able to set their playername instead of having to use the preset multiplayer id.
Hartmann
Things still to do:
A. BUGS
1) There are still annoying errors in the German translation of messages:
- Still, all sea battles are referred to as 'Feldschlacht' ('field battle') in the protocol
- On the other hand You often recieve messages from the 'Admirality' where it absolutely makes no sense...
- When converting to counterreformed, the message about the effects is wrong and misleading
2) There´s a 'siege bug': When two countries (allied or not) besiege the same city and one of them concludes a peace treaty/seperate peace, the fortress is restored to full, even when there´s still the other enemy in the siege, who has therefore to begin anew. This even holds, when the retiring army is very small compared to the remaining force.
3) Every patching registers EU anew without deleting the old entries from the registry.
4) The presence of an army or 'army in conscription' or 'promotion of bureaucrat' in a province in some cases prevents accessing capital cities, because of overlapping. Tianin cot is not selectable from the default map when ships are in the harbour.
5) The event 'Unruhe unter den Bauern' (or so) is accompanied with a message saying revolt risk is increased by 5 in CORE PROVINCES. Actually, revolt risk is increased in all provinces, though.
6) There are still problems with the data in the ledger.
7) AI is too less aware of attrition. This has several consequences:
- Often huge armies are left to dwindle away in winter
- Often an ally 'comes to help' in a siege thereby causing huge attriton losses to the player originally besieging the fortress
8) Placing an army on vassal territory during peacetime gives You the enemy supply value.
9) Still the AI tends to garrison isles too much in later stages of the game (the balance get´s slowly but surely tilted). This often leads to the result, that if the AI has reached a certain total amount armies to maintain, it doesn´t buy ANY armies to protect the mainland. It even tends to declare wars (thinking, there are enough armies) without having the ships to move those isle based armies back to defend the mainland. Main example is still Venice, but there are others, too, e.g. Oman, which often heavily garrisons Sansibar.
10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.
11) Sometimes alliance enddates in the ledger are set more than a hundred years into the future
12) The 'scandal at court. diplomatic ability set to one for 20 months' event actually increases diplomatical ability of the monarch by one and gives You more diplomats ('royal diplomacy').
13) Another multiplayer crash bug: When you try to brake off a siege and move on to another province the game crashes.
14) On some occasions enemy fleets don´t leave the harbour when a province is conquered. One cannot use the harbour properly later with the enemy fleet still in port.
15) Sometimes a tradepost/colony cannot be established despite having exactly the money needed. If one has one ducat more than required, everything´s working again. Note: This is probably due to incorrect roundings.
16) Countries mostly seem to build armies while at war only. They begin conscripting as soon as war is declared. Now if a peace treaty is concluded shortly after declaration of war (conscription orders already issued), they tend to have a nice standing army ready for the next war. If however their army was reduced in fighting, they often tend to not replace the losses after the war, making them easy prey in the next one. It would be a good idea, if countries would try to continuously maintain a standing army appropriate to their size.
17) Saxony´s default leaders seem to override any leaders of any country when it comes to the question of who will get a province after a joint seige.
Note#1: Oranje and me discovered this independently of one another. In my case I as Austria sieged Switzerland together with Saxony. The only leader in the stack was Austrian´s Ferdinand (highest monarch category). Saxony got the province. I could reproduce this with many other variant settings, too.)
Note #2: This maybe occurrs also with other countries. Some players argued, that the underlying bug maybe is, that monarchs are not rated higher than default leaders.
18) Although allegedly intended, the apriori refusal of royal marriages at around 0 relations isn´t realistic. In this case it should depend on Your monarchs diplomatical abilities.
19) It is possible to build an army in another countries' province: Select the foreign province so that it appears in the left pane, scroll over to your country and right-click on one of your provinces, select build army from the menu.
20) If a loan is offered to another human, and they accept the loan, it will within a month present the debtor nation with a message stating that the loan is due. If they decline to pay, they lose one stability and give a cassus belli. This is true for loans that have been set to the default lenght or even 10 year loans.
21) People report, that whenever rebels appear in a province where an army is already stationed, this army has an increased chance of loosing the ensuing battle regardless of armystrength, morals etc. On the other hand it is no problem to attack and defeat those rebels with relatively minor armies moving into the province from the outside. (This doesn´t seem to be a very serious issue, though.)
22) The 'temporal insanity of monarch' event reduces the stats of the monarch for the rest of his reign instead for just the time specified (ten months, I think).
23) Religious conversion now seems to leave all royal marriages intact. This should only be the case when changing from catholic to counterreformed (and maybe from lutheran to reformed), though.
24) Stealing rudders by winning a seabattle is occuring much too often.
25) Unbreakable royal marriages. These are indeed three bugs in one:
- You cannot break royal marriages.
- A newly made vassal retains his royal marriages
- Change of religion does not cancel royal marriages - they shouldn´t be cancelled when changing form catholic to counterreformed (and maybe from lutheran to reformed) but in all other cases, they should, especially when changing from lutheran/reformed to catholic and from catholic/counterreformed to lutheran.
26) Sometimes countries hort enormous amounts of money in treasury ('cashcow').
27) Sometimes when a peace is concluded, control of a province not included into a peace treaty doesn´t switch back to the original owner. The following incident was reported by Sean9898 and sheds light on how rebels are involved in this issue:
... as France I aquired Istria. Austria declared war on France, and simultaneously a revolt in Istria handed the fort over to the rebels. Austria sieged and took Istria from the rebels, the war with France ended in a white peace, but Istria remained as France owned, Austria controlled, and though I could enter the province with land troops, they suffered attrition, and did not fight.
28) When selecting an army and hovering the pointer over a vassal´s territory, the pointer is greyed despite the territory being accessible.
29) Though the pope never accepts a royal marriage, the option isn´t greyed out.
30) When reloading a game where you are in a combat with rebels, the graphics no longer show the rebels, and the rebels no longer seem to take losses or loose morale.
31) When reinforcing a force of besiegers who are under attack by enemy troops, no reinforcements occur. The reinforcing army waits until the besieging force has been defeated before attacking the enemy.
32) Force converted countries still reconvert after a few months instead of not earlier than five years after the peace treaty. (Confirmed with Dutch)
33) It is still (or again?) possible to switch to Counterreformed after the edict of tolerance.
34) Sometimes, when an explorer dies, the fleet is still able to explore Mare Incognita.
35) It is not possible to move ships in or out of the port at Fiji.
B. MOST WANTED CHANGES (aka 'wish list', starred entries could also count as bugs)
1) Ship attrition supervisor
2) Stats of the enemy leaders should be displayed when moving the cursor over an army, at least when 'fog of war' is off.
3) Toggle automatic trader dispatch on/off for each cot seperately.
4) 'History' in the ledger should be implemented.
5) It should be possible to organize troops during a siege in a more convenient manner (i.e. the same way as when not staging a siege).
6) There should be a message when an army has finished boarding a fleet.
7) Savegames should be deletable from within the game.
8) When a leader dies, You do not have the option to 'go there' ('zeigen'). This should be added.
9) In the ledger, a list should be added, which comprehensively shows which buildings every province already has. One should also be able to access the provinces from that list.
10) Nationalism revolt risk should be somewhat lessened for diplomatical annexations. Instead of a starting risk of 3 with 30 years duration, a starting risk of 2 with 20 years duration should be in order. Making a difference here would be historically more plausible and furthermore motivate players to use the diplomatical features of the game more often.
11) seems to be fixed.
12) People would like to have the additional option of vassalising a fully occupied country instead of only being able to annex it (more important now with the new nationalism revolt risk).
13) People would like to be able to demand unconquered provinces in a peace treaty at the expense of, let´s say, a doubled 'stars cost'.
14) Still people would like the AI to actually PAY the agreed upon indemnities. If a country hasn´t enough money, it should refuse the peace treaty. Or better: the player should be informed beforehand how much money a country can actually pay in indemnities.
15) People would love to have some ingame feedback on their actual 'badboyness' (compared to other nations).
16) People would love to have two autosave slots in case of the game crashing during autosave thereby destroying that file.
*17) People would like a timelimit for the existence of marauding enemy armies after a peace was concluded.
18) People would like to face the danger of loosing by having their country annexed.
*19) It would be much better if diploannexing would also require military alliance (as with vassalship).
20) The MER tag should be made fully functional (lacks diplomatic interaction).
21) People would like to check for how long a peace treaty is still going without having to use the 'declare war' button (and then back off after the warning).
22) In singleplayer mode in the options screen people want to be able to set their playername instead of having to use the preset multiplayer id.
Hartmann
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