# Victoria 3 Hotfix 1.13.10 is now LIVE! - Not for Problem Reports! - Product: Victoria 3 (https://whatsnew.fyi/product/victoria-3) - Vendor: Paradox Development Studio - Date: 2026-08-12 - Original notes: https://store.steampowered.com/news/app/529340/view/708906085669404696 - Permalink: https://whatsnew.fyi/product/victoria-3/releases/2026-08-12-hotfix-1.13.10-is-now-live-not-for-problem-report What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **fixed** — Naval invasions no longer become stuck at 99% completion - **changed** — 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 - **added** — Added a button to pause construction on individual construction sectors - **changed** — 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 - **fixed** — When disbanding a company producing a generic prestige good, the respective journal entry is reenabled so it can be reapplied to a new company - **changed** — 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 - **changed** — The AI now decommissions excess Supply Ships it no longer needs - **fixed** — The AI no longer proposes treaty articles that hand over its own subjects to itself - **added** — Added an alert that warns when a ship under construction is assigned to a target fleet it will not be able to reach - **added** — Estimated interception effects are now shown while hovering to assign a fleet to intercept - **added** — Estimated blockade effects are now shown while hovering to assign a fleet to blockade - **changed** — 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 - **changed** — The interface now states that a fleet cannot reach a coastal state when a strait blocks the path for a naval invasion - **changed** — Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries and which hostile fleets are raiding there - **changed** — Left-clicking a naval mission map marker now opens the fleet directly or lists fleets when several share the same mission - **added** — Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet - **changed** — Port Bombardment now shows coastal-building markers and arrows on the map indicating which coastal buildings are threatened - **changed** — Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so listed values add up to the total - **added** — Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Ships - **fixed** — 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](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) 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** - 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. - Added a button to pause construction on individual construction sectors - 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. - 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** - 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 - The AI now decommissions excess Supply Ships it no longer needs - The AI no longer proposes treaty articles that hand over its own subjects to itself ##### **Interface** - 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) - 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 - 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 - 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 - Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries, and which hostile fleets are raiding there - Interest tier tooltips on the map now name the strategic region they refer to - Left-clicking a naval mission map marker now opens the fleet directly, or lists the fleets when several share the same mission - Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet - Port Bombardment now shows coastal-building markers and arrows on the map, indicating which coastal buildings are threatened and where the bombardment comes from - Added a Naval Mission map marker for enemy Fleets - Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so the listed values add up to the total - Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Shi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/529340/view/708906085669404696]_