UPDATED June 28
Hotfix 1.7.1 is now LIVE! – Not for Problem Reports! June 27
Hello Victorians!We have just released a hotfix for 1.7, Checksum b087, which has a number of improvements, bugfixes and balance changes based on feedback/bug reports from players. As always, this post is not for bug reports, please instead post them in the bug reporting forum (including a save and steps to recreate is always useful) .The following changes have been made to the game compared to 1.7.0:
Patchnotes
Improvements
Added mandate generation from Unrecognized countries to all IdentitiesEarning Recognition Journal Entry is now unlocked by Colonization rather than Civilizing Mission and only requires 50 relations with a Great Power to completeIt is now possible to 'upgrade' an Investment Rights pact to a Mutual Investment Agreement, if the other part agrees to itConquering a split state now applies the 'Recently Liberated' rather than 'Recently Conquered' modifier, as the latter ended up giving tax penalties to a state you already owned, which could be devastating for tiny nationsRanches no longer consume grain as a default good, but only if more advanced PMs are activatedRegime Change Diplomatic Play can no longer be used against your own subjects since Law Imposition can be used for it insteadCollectivized building levels, or buildings with levels that are undergoing collectivization, can no longer be nationalizedCuirassiers no longer consume iron, but use more small arms insteadSovereign Empire statues now provides a 25% Decree Cost discount to the state it is constructed in instead of applying it to the whole countryThe Boer States now start with National Militia and with their independence guaranteed by Britain
AI
The autonomous investment AI now keeps track of how much investment has gone into foreign/domestic states and biases future investment towards domestic states if an excessive amount has gone towards foreign investment, to ensure investment isn't all going overseasFixed an issue where civil war countries and native uprisings would not recruit commanders for their armies due to incorrectly set AI tags for their formationsRebellious and Defiant subjects will no longer actively aid their overlord in diplomatic plays outside of what they consider necessary to defend their own territoryLoyal subjects now mobilize a higher fraction of their troops to aid their overlords in diplomatic playsThe AI is now able to reassign armies/navies that are traveling, preventing suboptimal naval invasions due to the best fleets not being 'available'The AI is now able to launch simultaneous naval invasions, but will generally avoid using all of its armies/fleets at once for this
Balance
Manor Houses no longer require infrastructure, as this caused major issues for highly populous countries with a lot of subsistence agricultureReduced investment weights for Manor Houses on all non-agricultural buildings, as their tendency to invest into factories in countries like Japan would lead to an odd aristocrat-led industrializationReduced the rate at which generic random events appear to compensate for increased overall event spawn rate due to prior bug fixesReduced effect of Asceticism (Devout) trait from -50%/-100% to -15%/-30% reduction on radicals from changes to standard of living (sorry)Reduced effect of Secular Shrine Theory (Devout) trait from +20%/+40% to +15%/+30% conversionReduced effect of Da Wat (Devout) trait from +50%/+100% to +20%/+40% conversionReduced effect of Propagandists (Intelligentsia) trait from +25%/+50% to +15%/+30% migration attractionDecrees now have a minimum cost of 10% of its base cost, to prevent modifier stacking for free DecreesImperious now provides a 20% rather than 25% Decree Cost discountCruel trait now provides a 5% Authority boost rather than a Decree Cost discount
Interface
Map markers will now indicate where your foreign construction is happeningDemand Force Nationalization wargoal will now display how many building levels and what fraction of GDP would be nationalizedFixed some issues with the 'failing to hire' tooltip for buildings where it would sometimes lack a reason for failing to hire and/or contain unnecessary whitespacesAdded Bloc Leader interaction icon to differentiate it from Bloc Member actionsCursor will no longer flicker between the game cursor and operating system cursor while moving the mouse in the loading screenRemoved duplicated Leverage Resistance description in tooltipFixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popupMax number of setbacks modifier will now be displayed as a whole value instead of a confusing percentage value
Modding
Fixed a bug where modders using a create_country effect in global history files would lead to blocs being disbanded during initializationAdded mandate generation by rank modifiers for unrecognized major, unrecognized regional, unrecognized and insignificant powersAdded new generic Power Bloc invite acceptance modifierMade Power Bloc invite acceptance by rank modifiers support arbitrary ranks defined in scriptCost calculation for Decrees is now done on a per-state rather than per-country basis, permitting for differing costs dependent on the state the Decree is applied indecree_cost link now operates in state scope rather than country scope
Bugfixes
Fixed a crash related to CollectOwnAndAlliedLandHQsFixed a bug where it was possible to make a diplomatic demand against a country you were already at war withThe "Land of the Rising Sun" event for Persia now gives a claim on the correct Georgia (hint: not the one north of Florida)Fixed inverted values in Earning Recognition Journal Entry causing you to gain progress for low GDP/SoL and vice versaFixed a bug where leaders of Military Treaty Power Blocs would not pay maneuvers for adding wargoals in diplomatic plays where they were a main participantFixed a bug where formations with no commanders could not be mobilized due to incorrect 'all commanders are busy' errorFixed bug where cohesion for ideological union was inexplicably trending towards 0"Enemy of my Enemy" lobby event can no longer target your own country as the enemy in question, however amusing that might soundThe Pamir Delimitation will no longer carry over script variables from previous attemptsIt is no longer possible to capture a state in less than 2 battles, as this could result in issues such naval invasions that were impossible to consolidate due to creating multiple frontsFixed bug that made Pacifists only spawn in the Armed Forces rather than the other way aroundFixed a bug where the -30 relations penalty with Power Bloc leaders for creating a Power Bloc was applied during history initialization, causing the Great Powers to have erroneously low relations with each other at game startPolitical Lobbies will no longer form targeting Revolutionary countries until they actually win the revolution, to avoid highly temporary lobbies forming and then disbandingReplaced the Power Bloc Statue throughput with a level scaling effect under the "Prestige Only" game rule to prevent it from granting the prestige while they are still in the construction queueFixed an AI issue that could lead to incorrectly removing conscript units, leading to negative amount of conscripts in an armyFixed a bug when manor house levels weren't removed when subsistence farms were removedFixed a bug where the "Add to Primary" button would show up on an Overlord's Wargoals for the SubjectResolved issue where Communism and Populism progress bars didn't properly retreat due to lawsFixed an issue when 100% worker-owned buildings can still be nationalized if the building is level 1Fixed an issue where exiling/inviting agitators would never create lobbies in their home countriesFixed a bug where a victorious revolution could end up with a political lobby targeting itselfThe East Indies' End event can no longer fire multiple times per gameThe Tibet Expedition will now properly cancel if at war with TibetThe "Can't Touch This" achievement can now be gained even if a country has (non-nationalizable) gold fields or subsistence farmsFixed an out-of-sync related to marketsFixed the amount of compensation in the notification when nationalizing foreign assetsReplaced the University and Art Academy's "Increased Exchange" (unlocked by the Freedom of Movement Principle) Production Method's country modifier with a state modifier as originally intended. The former led to way higher migration attraction as it was stacking all states' effects where it was active.General Brusilov no longer requires owning the American state of Georgia to spawnFixed a bug where accept/decline effects of reverse pact actions such as Request Knowledge Sharing and Request Support Regime were not correctly shown in tooltipsThe emergency hunger relief modifier from the Famine event chain is now applied only to states affected by faminePink faces will no longer be submitted alongside several Diplomatic Action proposalsPink face and NULL_STATE will no longer briefly appear briefly after a building has finished construction in Foreign QueuesFixed Power Bloc formation tutorial to prevent player moving forward despite not having completed a necessary stepThe British aid button for Persia will no longer state that it adds the "Russian Military Mission" modifierFixed some instances of missing loc in Tibet Expedition tooltips (English only, other languages will be translated for 1.7.2)Fixed missing localization for key catalyst_revolution_successfulMoved Saint Basil's Cathedral back to Moscow (from Mazovia)Added missing text for Building Relationships map mode (English only, will be translated for 1.7.2)Fixed a description error in the Dominion concept that stated that they wouldn't need to join their overlords (English only, will be translated for 1.7.2)Fixed error spam in the "Britain Demands Withdrawal from Herat" eventEvent ig_revolutions.8 will no longer display [ROOT.GetCountry.GetRuler.GetTitle] instead of the ruler's actual title
Previous Patchnotes 1.7
Hotfix 1.6.2 is now LIVE! – Not for Problem Reports! March 14
Hello Victorians!
We have a hotfix today, with a number of bugfixes and in particular fixing the internal migration issue reported by players.
Not for problem reports, but rather file any bug reports in the bug reporting forum, thank you!
Patchnotes
BugFixes
Fixed CTD related to graphics and UIFixed a crash that could occur when browsing different countries' census dataFixed an issue where South American cultures would spam the error log with errors, causing performance impactFixed several possible errors caused by GaribaldiFixed multiple miscellaneous script errorsThe River of Coffee journal entry will now fail properly if Brazil joins another market.Fixed bug where migration in a market would almost entirely stop if a culture in that market had no states it could migrate to (most often due to migration laws like Closed Borders)Fixed the mix up of Radicals/Loyalists sort buttons in the Census Data to sort on the correct value.Re-added the Ongoing Diplomatic Actions (bankroll, improve/damage relations) to the outliner based on player feedback.Fixed an issue where errors in Women's Suffrage modifiers could cause massive late-game slowdownsFixed an issue where revolutions would cause error spamFixed a missed scope in the Art Noveau eventFixed a bug where AI participants in Diplomatic Plays may compute the worth of its sways incorrectlyFixed a case where Call In Obligation sway might not clear the obligationFixed a bug where an event script may cause error logging if Paraguay ceases to existEmbargoes are now possible at poor-and-lower relationsFixed a crash that could happen after starting a diplomatic playFixed a bug in commander order script causing irrelevant error log spam when recruiting commandersFixed a bug where the investment pool could tap into the treasury to cover private constructions if the country had a very long construction queueFixed a bug where military formation map markers could show the wrong number of battalions if moving around the map while the game was pausedFixed a broken localization key in Japanese
AI
AI will no longer disable Mobilization Options that have a cost (in Organization, Morale, etc) associated with them on a mobilized army, since in a fluctuating market this could lead to repeated toggling with disastrous results
All these error log changes together should hopefully improve performance but we are continuing to investigate the causes of the slowdown over time.
Those are the patch notes on June 27 for Victoria 3.


