Hotfix 1.13.10 is now LIVE! - Not for Problem Reports!
- Added a button to pause construction on individual construction sectors
- Added an alert that warns when a ship under construction is assigned to a target fleet it will not be able to reach
- Estimated interception effects are now shown while hovering to assign a fleet to intercept
- Estimated blockade effects are now shown while hovering to assign a fleet to blockade
- Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet
- Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Ships
- Ships built for a selected target fleet now spawn at the closest reachable shipyard to that fleet by sea travel, with fallback to previous placement when none can reach it
- A country that gains control of land hosting foreign treaty ports through revolution or conquest now inherits those agreements and can choose to honor or revoke them
- Colonial powers are now more inclined to launch a diplomatic play to retake a treaty port from a country that recently revoked their treaty port agreement
- The AI now decommissions excess Supply Ships it no longer needs
- Hovering a naval fleet's mission marker now highlights the sea regions and routes it operates in, and enemy naval missions appear as their own markers
- The interface now states that a fleet cannot reach a coastal state when a strait blocks the path for a naval invasion
- Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries and which hostile fleets are raiding there
- Left-clicking a naval mission map marker now opens the fleet directly or lists fleets when several share the same mission
- Port Bombardment now shows coastal-building markers and arrows on the map indicating which coastal buildings are threatened
- Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so listed values add up to the total
- Naval invasions no longer become stuck at 99% completion
- When disbanding a company producing a generic prestige good, the respective journal entry is reenabled so it can be reapplied to a new company
- The AI no longer proposes treaty articles that hand over its own subjects to itself
- Fleet panel's Retrofit button now explains why the selected ships cannot be retrofitted
Happy Wednesday Victorians!
Hotfix 1.13.10 is now live! With a wide array of fixes and other improvements, including; Improvements to naval mission UI and tooltips, fleet visibility now working as intended, a fix for naval invasions being stuck at 99% and much more!
Also, before we get into the hotfix, a small word on the AI Update (1.14). Our first post-break Dev Diary will be coming next week, and we should be ready to share more information then. Until that time, here is a look at our improved hiring & wage tooltips for buildings! While not directly related to AI, part of the focus of the AI update is also to make underlying game logic decisions like this more transparent and thus able to be better improved for player and AI alike.
As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.10’s checksum is 2964 and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.9:
Improvements
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Ships built for a selected target fleet now spawn at the closest reachable shipyard to that fleet (by sea travel), falling back to the previous placement when none can reach it. A "Will be built in: " line in the ship construction entry tooltip will tell you where a ship will appear.
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Added a button to pause construction on individual construction sectors
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A country that gains control, through revolution or conquest, of land hosting foreign treaty ports now inherits those treaty port agreements, and is given the choice to honor them or revoke them and reclaim the ports for itself. The affected foreign power is notified of the decision either way.
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When disbanding a company producing a generic prestige good the respective journal entry is reenabled so that it can be reapplied to a new company if needed
AI
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Colonial powers are now more inclined to launch a diplomatic play to retake a treaty port from a country that recently revoked their treaty port agreement, until they have had their revenge
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The AI now decommissions excess Supply Ships it no longer needs
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The AI no longer proposes treaty articles that hand over its own subjects to itself
Interface
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Added an alert that warns when a ship under construction is assigned to a target fleet it will not be able to reach, listing the affected fleet(s)
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Estimated interception effects are now shown while hovering to assign a fleet to intercept
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Estimated blockade effects are now shown while hovering to assign a fleet to blockade
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Hovering a naval fleet's mission marker now highlights the sea regions and routes it operates in, and enemy naval missions appear as their own markers below the sea node
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The interface will now state that a fleet can't reach a coastal state when there's a strait blocking the path there for a naval invasion
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Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries, and which hostile fleets are raiding there
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Interest tier tooltips on the map now name the strategic region they refer to
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Left-clicking a naval mission map marker now opens the fleet directly, or lists the fleets when several share the same mission
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Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet
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Port Bombardment now shows coastal-building markers and arrows on the map, indicating which coastal buildings are threatened and where the bombardment comes from
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Added a Naval Mission map marker for enemy Fleets
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Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so the listed values add up to the total
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Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Ships
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Updated tooltips for sea nodes, Headquarters, and states to show target involvement changes when redeploying/stationing fleets and armies
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A sea region's tooltip for the project power naval mission now correctly shows the predictive involvement changes if the fleet would be deployed to that region
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Added a status line in the case a fleet is traveling to pick up an army during a naval invasion
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The fleet panel's Retrofit button now explains why the selected ships cannot be retrofitted
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The tooltip when editing a Naval Mission's Sea Regions now explains when Shift+Click would not work because the mission's area limit would be exceeded
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Naval mission markers collapse into small colour-coded dots when the map is zoomed far out, reducing clutter
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Added entry to importers state goods panel displaying how much is lost to piracy
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Fleets over their Command Limit now show the limit in red in the outliner and in fleet tooltips
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The outliner no longer shows a Command Limit warning for armies that are not over their Command Limit
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The Short-Term Tax Cuts amendment now shows how long it lasts and posts a notification when it expires
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Hovering a ship traded in a treaty now shows that ship's tooltip
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Hide the ship transfer options when making treaties with landlocked countries
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Made it so transfer subject treaty article is disabled when you have no subjects to transfer
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Updated the colors of the building ownership bars to make more sense, blue-ish colors are now "owned by you" while orange-ish colors represents other countries' ownership
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The Ship Transfer article no longer spills outside its frame on treaty tooltips
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Improved how ship prefixes (like HMS) are rendered in the ship panel
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Fixed a case where the transfer unit window would wrongly claim you were above the command limit when mixing conscripts and regulars
And, a selection of the interface updates mentioned above
Performance
- Fixed severe framerate drops when hovering or selecting fleets with very large numbers of ships
Modding
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Added the on_treaty_ports_inherited on-action and the renege_treaty_ports_with country effect, used when a country inherits or gives up hosted treaty ports.
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Added script containers (see create_container)
Bugfixes
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Reducing a fleet's visibility now makes it harder to spot instead of easier
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Admiral traits and naval missions that change a fleet's visibility or detection now affect whether enemy fleets spot it
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Fixed invasions getting stuck at 99% advancement due to states being left under the control of a country that no longer occupied them; affected saves are repaired on load
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Single good shortage no longer drains supply and instead lowers maximum organization
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Fixed armies being destroyed and their general killed when their transport fleet re-routed while the troops were traveling to embark for a naval invasion
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Fixed a bug where you could end up with no logistic centers in your country making your armies get no supplies
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Fixed a bug where unraised conscripts would not upgrade when you pressed the upgrade all button
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Private investment no longer endlessly expands railways that can never become profitable
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Fixed the same war goal being added twice to a diplomatic play when a country was swayed with a war goal that was already among its demands
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Fixed crash after loading a save with pops missing their social class
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Fixed crash when a country going bankrupt removes an unbuilt canal
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Fixed crash from dangling ship repair stuck after save load
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Fixed a bug where after cancelling a naval invasion the partial occupation would not disappear
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The confirmation popup for breaking a Ship Transfer or Support Independence treaty now lists the infamy and relations penalties
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Fixed a bug where naval invasion could sometimes get stuck
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Fixed an out-of-sync error in multiplayer that could occur when a revolution appointed new interest group leaders
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Fixed strait toll income dropping every time a save was loaded
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Ships can again be transferred between fleets while marines are attached, as long as one side of the transfer can still carry all of them
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Resolved an issue where the player was unable to change their tariffs or subvention levels freely within the grace period
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Ships traded in a treaty now show their utility modifications
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Strait toll income, the strait panel and trade center toll expenses now report the same trade amounts and no longer charge tolls for goods whose route does not pass through the strait
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Fixed an issue where movement radicalism from unowned homelands for Cultural Supremacy movements was not being calculated correctly
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The predicted change of involvement when adding a sea region to a fleet's orders now accounts for the areas those orders already cover
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Armies now need adequate supply ships to cover the journey when performing a naval invasion
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Fixes an issue that would cause "The River of Coffee" to fail upon a civil war taking the capital
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Promoting a commander no longer upsets interest groups whose commanders are all of a different type than the promoted one
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You can no longer send uncrewed ships on missions
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Ships can no longer be sent to retrofit while their fleet is transporting an army
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Ships sent for refitting now stay in the port where their fleet is docked instead of sailing to its home naval base
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Fleets sent to port for repairs are released again once they have all the crew that can currently be found
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Fixed the progress bars in Hidden Domain Journal Entry to properly display country names after either country had a victorious revolution
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Fixes an issue where an exiled army could get stuck in friendly territory
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Fixed an issue where treaty effects would still provide benefits even if the article is non-fulfilled
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Fixed being able to sign multiple treaties with identical terms with the same country, which allowed stacking leverage
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Fixed a bug where renegotiating an old treaty could instantly grant an obligation
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Shipyard wages are no longer paid twice
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Fixed a bug where you could exceed the carrying capacity by merging armies waiting to be embarked
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Treaty ports now properly reconnect to the new host's market when a treaty changes hands
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Fixed script errors from the AI evaluating the Ryukyu rivalry journal entry buttons
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Ships no longer lose experience while their fleet is transporting an army or carrying out a naval invasion
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Fixed some Japanese characters missing Japanese culture
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Cancelling the retrofit of a single ship now returns it to its original fleet instead of leaving it in the retrofit fleet
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Fixed a bug where a fleet that is retrofitting could still be sent on a naval mission without cancelling the retrofitting
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Fixed a bug where you could transfer a subject to itself
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Fixed issue where goods were not properly removed from importer during piracy
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Fixed a treaty port (such as Hong Kong) becoming permanently cut off from the World Market with 0% market access after a revolution or conquest replaced the country that had hosted it
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Fixed an issue with renegotiating treaties with duplicate articles
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7 | 1.13.8 | 1.13.9