Patch 0.8719Tue, 30 March 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