Patch 0.8719, uploaded March 30, 2021.
Note: due to massive changes in the file and folder structure we recommend to do a file integrity check after installation of this patch.
Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
- AI construction of banks removed
- fixed: backwash of disintegrated fleets stay on map and appear pink
- fixed: low/none casualties in garrison battles with only one artillery battery as defender * fixed: fleets are sending attached ships permanently to harbor when located close to a harbor
- group movement speed now takes into account the speed of attached units
- recovering morale on enemy soil now slower, casualties on enemy soil result in higher loss of state support
- rebalanced CSA recruiting
- added additional cities to map
- fixed: UI leak sometimes led to policies being activated accidentally
- fixed: influence of politically assigned commander on state support always zero
- overhauled unit retreats
- fixed: fort related issues (transfer, construction progress, UI area)
- fixed: transferring units resets contract dates
- allowing small AI recruitment pre-war even if no opponents are close
- fixed: defensive stance sometimes not recognized when deployment area is calculated in defensive battles
- changed production focus of companies to get less volatile production figures
- fixed: regulars act creates troops with strange strength and state origin
- fixed too high consumption of artillery from reinforcements
- fixed issue leading to too many sunken ships in naval battles
- fixed: naval battles not ending although one side has zero participating ships
- added random battlemaps
- fixed: placing telegraph lines leads to permanent exceptions
- fixed: damaged IIP’s delivering full supply
- added connection lines from selected unit to connected supply depots
- supply line animation changed for units: now only show connection to supply depot and closest local IIP
- added emergency AI policies if recruitment or financials are critical
- occupying towns now takes time, depending on strength of the occupation force
- fixed: newspaper messages popping up after reloading stating Lincoln has lost 1864 elections
- enhanced tooltip for goods production lines when opening company panel on map
- retreating units now search for friendly towns, forts, iip’s or units near the final retrat destinations
- units need to have at least one active brigade attached in order to impact frontlines
- added available supply map filter
- increased available workforce for companies
- fixed issue that caused low supply for especially units in the West, related to wrong price calculation of available local IIP’s
- fixed: supply shown at 100%, although no supply depot or IIP is connected
- replaced wording “of the WAR of >THE< Independence”
- convenience topics (removing some UI glitches)
- added enhanced tooltip for “fielded men” in top panel
- added probability for casualties in higher commander ranks for autoresolved battles
- added officer loss report after battles, starting from division commanders upwards
- now preventing replacements of wounded/killed commanders when autoresolve battle is still under way
- fixed exceptions related to West Virginia objective in 1864 campaign
- fixed: effect on treasury through “bank act”, “print notes” policies too low
- AI offensives are only continued if supply state is sufficient
- out of provisions and forage now impacts condition of men and horses
- fixed: AI raising armies in enemy states, esp. pre-war
- now removing top tier policies when policy subsidies are lowered
- rebalanced disintegration logic
- added “soft” disintegration by maintaining armies with heavy losses if friendly towns are in retreat range
- fixed: state support may run above 100 after assigning political commanders
- fixed: non-spawned armies may occupy towns in pre-war scenario
- engagement checks are performed more often now to prevent overshooting of two armies at highest game speed (still needs some rebalancing)
- fixed saving error related to unit history data
- changed calculation base for sick soldiers and the related mortality and recovery rate, this led to low number of sick soldiers in smaller units before
- fixed: fort bombardments with fort condition down to zero resulting in performance drops
- added: AI construction of supply depots
- added information about morale recovery in morale tooltip
- low supply ratios are now also leading to slower reinforcements
- fixed: building and iip occupation changes slightly after game start and condition suffers
- fixed: both units may retreat due to low morale in autoresolved battles
- fixed: IIP’s damaged when secession happens
- improved: AI offensives on campaign map (still work in progress)
- increased necessary morale for units to participate in battles
- supply depots do not fill up “digital” now depending on available products but slower if goods are short
- fixed: supply consumption in armies not scaled up to a week
- rebalanced supply depots capacity
Battles:
- fixed: loading error when units were inside buildings, resulting in wrong battle and unit data
- overhauled unit retreats
- overhauled melee logics: units break sooner, fall back and recover faster
- fixed: AI still reacts offensively in defensive battles
- fixed: assigned battle flag lost when returning to campaign
- improved exactness of deployment zones
- fixed: AI does not carry out movements in historical battles if strategy is “defense”, eg Union at Gettysburg
- reworked AI objective settings for defensive battles
- fixed wrong objective point calculation to determine offensive/defensive battles
- added arrows to switch between armies in OOB
- increased sensitivity for units surrendering, maybe needs further rebalancing
- fixed: timed movement counter not updating
- AI now uses detachments to grab guns more carefully
- added slower morale improvement above the morale value at the start of the battle to - take into account low morale situations in campaign
- fixed: active objectives were arranged between defender and attacker, now correctly arranged around the defender
- fixed: AI is performing first assault move, although defending
- fixed: initial unit setups: group formation shows march columns while deployed in single lines
- refixed: fatigue does not recover EOD
- fixed: high collected objective points were leading to sudden victories/defeats
- fixed: units that had routed and reached retreat destination further added to negative morale of nearby troops
Others:
- UI layout improvements
- added further game options: UI scaling, zoom speed, lock campaign map rotation
- fixed resetting of UI scaling when opening options menu again
Changed files in this update