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######## Patch 1.10.8 "Collie" ########


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##################################
# Stability & Performance
##################################
- Added server visibility settings (public, private, friends only) for MP hosts

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######## Hotfix 1.10.7 "Collie" ########
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##################################
# Bugfix
##################################
- Bonuses to specific batallion types will apply correctly again

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######## Patch 1.10.6 "Collie" #########
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##################################
# Gameplay
##################################
- It is no longer possible to swap templates on divisions that are encircled
- For garrison reinforcement, check the division's blocked equipments to make sure
they are not used.
- Ethiopia now has the ability to submit a peace deal to Italy if they manage to
push the Italians out of East Africa

##################################
# Stability & Performance
##################################
- Random CTD fix in volunteer GUI
- Optimized triggers for Spanish "Ignite Anarchist Uprising" decision
- Refactored scripted ai_strategies to be less performance-intensive
- Fixed false positive out of sync 56 when mixing Windows and Linux/Mac clients
- Fixed CTD when going to menu after console cmd reloadtechnologies
- Fixed CTD caused by the transfer of ships currently being refitted from one
country to another, e.g. at the start of a civil war. Refitting is now always
cancelled when ownership is transferred.
- Fixed a CTD when a decision expires with the decision UI opened and frame
smoothing is enabled

##################################
# UI
##################################
- Added feedback for naval combat when one side consisted of only convoys
- Fixed some incorrect russian localization
- Display confirmation popup when kicking or banning a player from lobby
- Nation Focus name text now truncates if it is too long
- Change Division Template dropdown list for unassigned divisions will no longer be
occluded by army containers further down in the list.
- Toggling the music player now displays the correct tooltip based on its
visibility state.
- Remove Ship roles gui elements when Man The Guns is not active, since they can
never be set.
- Resume mission text now hidden in basic spy recruit window
- Fix timed events persisting on the alert bar beyond their expiration.

##################################
# AI
##################################
- Turkey should now join the allies in late 1943 or early 1944
- when AI is refitting a ship, make sure it does not choose an obsolete model as
target.
- AI no longer deletes their whole naval production queue at game start
- Minor improvement to make the AI slightly less willing to ally back with
Bulgaria, after Bulgaria has kicked out the country from the faction for refusing
Balkan Unification.
- Prevented Bulgarian AI from aborting its Historical strategy plan due to
undesired reasons. Now the historical plan will only be aborted if Bulgaria is at
war with Germany.
- Greece AI set to go Communist no longer spends lots of PP in the decision "Go to
Paris to Negotiate Investment Talks" constantly
- Portugese Ai should no longer go crazy on ship purchasing decisions
- Made ai more inclined to improve relations with neighbors for Bedrock of Balkan
Financial Stability focus
- Japanese ai will now be cautious about the shanxi border during the marco polo
incident
- Soviet strategy to keep volunteers out unless china is losing should now has
enough score to work as intended

##################################
# Modding
##################################
- Start date again supports year with 5 digits (for all you future bois)
- Added optional argument exclude_refitting to transfer_ship effect so that when
for example the American civil war is set up ships that are currently being
refitted are excluded in the search for ships to transfer to the CSA.
- add_building_construction effect no longer targets non-land provinces.

##################################
# Database
##################################
- removed "legacy test" fleet name from non-mtg fleet OOBs
- added kurdish namelist, added ukrainian, georgian, armenian namelists
- Changed nationalities of historical Japanese Operative
- the "Carry the revolution West" focus for France will now correctly describe its
effects
- Added event informing Romania if the Megali Idea is approved, warning them they
may soon be dragged into a war with France and/or United Kingdom, and offering them
a chance to revoke their guarantee of Turkey.
- Minor cosmetic update of some companies due to request
- Fixed error in navy tech tree where the first heavy shell tech, Armor-Piercing
Capped Shell, was intended to be a 1936 tech but was set to be a 1938 tech.
- José Díaz now has a working portrait if you do not have the LaR DLC
- added Tom Moore (RIP o7)
- Changed the "Ban Democratic Party" decision to be consistent with "Ban Fascist
Party" and "Ban Communist Party"
- The "Expand Civil Support" decision for Democracies should now have sufficient
effects
- Fixed text issues in the USSR-Greece investment events
- America should no longer be called "Loyalists" or "Constitutionalists" when
puppeted or released.
- Brazilian state names have been corrected. The game is now playable.
- British Raj now begins with Great War tank technology unlocked
- The province of Gyurmi is now correctly named Gyumri.
- Sao Salvador dropped the Sao
- Chernivtsi re-spelled to use ostensibly correct Romanian

##################################
# Graphics & Audio
##################################
- Show divebombing animation for opposed air missions that still retain enough
efficiency
- Minor improvements to the BftB loaading screen
- Fixed some spy portraits that were too big
- Added Portugese voice-over for La Résistance owners
- Added cooldown for garrison requirement alert sound
- added a generic 3d model for bicycles (!!!)
- Airplane 3d models in tech view now use same logic as on map so that specialized
versions show

##################################
# Bugfix
##################################
- Fixed a bug where Transylvania was not being included as a Balkan nation
- Democratic Reformers all around the globe will no longer check if they're
Portuguese or not.
- Fixed some issues with Bulgarian Fatherland Front Coup being triggered too early
and due to some inappropriate conditions.
- Fixed Fatherland Front Civil War not removing Fatherland Front National Spirit
and Decisions from the original tag
- Quick fix that should prevent an error triggered due to wrong scope when
Bulgarian communist CW starts and the Fatherland Front is added to the appropriate
wars.
- Fixed a bug by which Bulgaria could purchase equipment that was not researched by
the seller. Bulgaria now needs to purchase equipment from a seller that has already
researched the equipment tech. Bulgaria no longer needs to research the equipment
tech by herself in order to purchase equipment.
- Attempt to fix peace conference error due to wrong scope. This will require
double-checking that the behavior regarding Bulgarian occupied/cored states is
appropriate on fascist peace conferences.
- fixed an issue where any country at war with the US could remove US cores from
states (instead of just CSA)
- Trying to connect to a badly formed UUID will no longer crash the game while
playing with PdxMP
- Fixed issue with War Overview opening the wrong national intel view
- Greece can now restore Byzantium if they have the BftB but not the WtT dlc
- Fixed localization error in South African event, making it appear like the help
request came from the target country.
- Fixed the Guardians of Kemalism Focus so that it shouldn't be able to randomly
pick the same state twice
- Fixed Turkish on map decisions for Turkey so that they now cost the indicated
amount of Command Power
- changed event so that turkey guarantees the Golden Square led Iraq, rather than
the non-aligned regime.
- Fixed Peninsular network of factories focus so that it now gives factories to
Balkan Pact countries as well as to Turkey.
- Changed Greek election to only fire for original Greece, not for spawned civil
war countries
- South African focus for demanding Madagascar will now appropriately target the
controller of the state, instead of France (regardless of whether they control it)
- Acquiesce to Fundamentalists decision for Turkey now has a clearer tooltip.
- Greece will no longer experience a conscription crisis if following the communist
path
- Anti-Communist Volunteers focus for Japan now allows you to send volunteers as
well as applying bonuses.
- Invite Japanese Settlers focus for Manchukuo will no longer display incorrect
state target if Germany has completed their industrial focus branch.
- The independence war focus for Manchuria now works
- Correct event description now applied to romanian callback event from hungary
(DOD_hungary.64)
- Fixed missing string in tooltip for Imperalist crises in British colonies.
- Case Anton decision category now correctly shows up if Vichy France is not a
puppet of Germany
- Tooltip for Czech subjugation in hungarian events no longer displays two similar
lines.
- the "London Conference" event chain related to Germany demanding Slovenia should
no longer result in contradictionary news events and effects
- Fix inconsistent war names between world tension summary and war summary
- Fixed bug where the "After the capitulation of X we are now the leader of faction
Y" popup was shown for all players in multiplayer and not only the new leader.
- Fixed bug where the "We continue the fight as a Government in Exile" popup after
capitulating was shown for all players in multiplayer and not only the player
capitulating.
- Fixed Spain's post-SCW un-cored states causing issues when Spain is annexed
before they get around to re-integrating those states. Now, annexing Spain will
grant them cores on those states, so Spain can be released as one contiguous whole
afterwards.
- Remove invalid options for Investment Possibilities decisions
- Multiple Fixes to Destroy IMRO decisions both for Bulgaria and for other
countries. Decisions now come back after being canceled. Skirmish Against IMRO
state modifiers will be properly removed when decisions are canceled. Triggers and
tooltips have being fixed/improved.
- if Italy initially accepts the invitation to the Megali convention but then
attacks Greece, they are now removed from the convention as they are behaving in a
disruptive manner
- The Greek Monarchist Civil War should now only fire once
- Fixed ship refitting not being cancelled when the ship is forced out to sea as a
result of the ownership of the naval base changing.
- Fixed issue where resistance wouldn't start in colony states as the Spanish Civil
War ends.
- The Damascus Diktat now refers to whoever controls Syria rather than always
referring to France
- Greek fascist generals should now join the right side of the civil war
- Nepal should now have access to basic infantry divisions
- Right-clicking on an air wing's aircraft count/reinforcement limit display now
sets the reinforcement limit to the current number of aircraft in the air wing, as
stated in the tooltip.
- fixed ai not giving control of states to allies
- France should no longer go communist on historical when LaR is disabled
- Fixed certain Bulgarian News Events scoping to the wrong tag in loc.
- Fixed typo in a Bulgarian cosmetic tag adjective breaking loc.
- fixed targeted variables causing ctd if target is an integer outside of state
limits.
- fixed random seed on turkey random_list decisions
- Bulgaria can bypass joining the tripartite pact if they are a subject.
- Fixed a few missing localization keys
- French civil war now has timed decisions for communist -and- fascist civil wars.
- Themistoklis Sofoulis no longer slowly achieves world domination by accidental
democracy.
- Imperial Subjects can declare war now.
- Fascist France can now ally Spain if it is non-aligned and led by Franco.
- infrastructure tooltip updated
- Operatives equipment allocation in Deploy screen no longer shown if you dont have
access to that feature from La Resistance
- Tweaked values and fixed Loyalty Multiplier which was unintentionally removing
days instead of adding them to the Fatherland Front Coup Preparations mission
timer. This should significantly reduce the amount of days removed by a single
complementary mission.
- Various changes to improve to Bulgarian Internal Factions system based on
feedback
- the French "Reach out to Spain" focus should now have (and show) an effect if
Franco is the country leader of Spain in an unaligned government.
- Fix puppeted states not being allowed to declare war even when the correct rules
param is set
- Fixed an issue where Turkey could end up kicking itself out of their own faction

################################################################
######## Patch 1.10.5 "Collie" #########
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##################################
# Stability & Performance
##################################
- Fixed a second security flaw in which a non host could kick or ban another player
- Fixed multiplayer lobby not correctly reporting version mismatch when connecting
to a server

################################################################
######## Patch 1.10.4 "Collie" #########
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##################################
# Stability & Performance
##################################
- Fixed a security flaw in networking where a user could bypass lobby password
protection
- Added extra checks to block clients with empty or blank username from joining a
game
- Fixed a security flaw in networking where a user could kick/ban other players
without being the host

################################################################
######## Patch 1.10.3 "Collie" #########
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##################################
# Stability & Performance
##################################
- Fixed compatibility issue with macOS 11.0 (Big Sur)

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######## Patch 1.10.2 "Collie" #########
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##################################
# Features
##################################
- Foreign Ship Designers for Bulgaria and Purchase Ships decisions for Soviets.
- Acquire Modern Tools focus now actually gives an industry research bonus to
invest in moderns tools.
- New Military High Command Advisor for Communist Bulgaria.
- If Impending Zveno Coup mission is active, most of Zveno-related internal faction
decisions will add a certain amount of days to the coup mission timer.
- Tim Buck now has a unique portrait
- Acquire Modern Tools, Follow the Stalinist Doctrine, Balkan Federation of
Socialist Republics, A Balkan Confederation, Join the Allies, The Fate of the
Balkans, Sign the Tripartite Pact are now 35-days focuses
- Delayed formation of the Fatherland Front and Fatherland Front civil war.
- Added Italian Materiel Designer. Replaced pitiful Italian Tank designer trait by
a better one for Bulgarian foreign version of it. Naval designers are now unlocked
by Naval Cooperation Agreements decisions, which become available after completing
focus A Black Sea Fleet.
- Readjusted Turkish and Greek 1939 unit history files to add air force and Turkish
tank division, added unique Greek and Turkish airplane names

##################################
# Balance
##################################
- Time required to complete the focus Spanish Coup has been reduced to 35 days to
match its communist counterpart.
- Made the Finnish Him achievement more consistent. Players now need to hold Moscow
as Finland and have at least 15% war participation when the Soviet Union
capitulates, without being in a faction
- added fifth research slot at the end of Turkey's industrial branch
- Reduced Turkish focus completion times across the board by 175 days and reduced
an additional 35 or 70 days for every path, shifted the Armed Forces decisions to
be more accessible, added more player agency to Kurdish pacification decisions so
they didn't feel like an endless sink, swapped cost for said decisions from
political power to command power, added incentive for Turkish radicals to justify
their own wars, reduced amount of Turkish geniuses in high command, rebalanced
Clodius to greatly reduce the odds of getting upwards of six military factories
- Integrate Faction and Destroy Faction decisions no longer gives any ideology
boost/debuff.
- National Military Academy now is a 35-days focus.
- The focuses The Peoples Republic of Bulgaria, Legislative Elections and Depose
the Tsar now require 40% support for the appropriate ideology instead of 50%.
- PP penalty from National spirit Democratic Opposition Voicing Protests has been
reduced from -50% to -25%. This NS will be added as a timed national spirit like
other generic ideology drift national spirits.
- Reduced PP penalty in national spirit Democratic Opposition Voicing Protests from
-25% to -20%
- Focus The Peoples Republic of Bulgaria no longer requires faction loyalty from
the Agrarians. Focus Legislative Elections no longer requires faction loyalty from
the Broad Socialists.
- The Spanish Struggle and Support the Spanish Coup no longer have manpower
requirement.
- reduced all instances where bulgaria generates WT from 5 to 1
- decrease bulgarian WT reduction from macedonian organizations from 5 to 1
- slightly increased germain infantry equipment production factors
- Focus Crush the Communists is now a 35-days focus

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# Stability & Performance
##################################
- Fixed CTD when loading a save where operatives were performing the control trade
mission
- Fix CTD when mousing hover autonomy alert after becoming independent
- Fixed CTD when annexing a country with rocket sites

##################################
# AI
##################################
- the AI will now be more likely to bring back the Kaiser in non-historical mode
(WTT only)
- Adjusted Bulgarian AI strategy to focus on internal affairs, building civs and
improving relations for an extra year.
- AI Improvements to make Bulgaria join the war earlier
- Improved AI weights in Ultimatum to Albania so that there are more factors now
influencing the decision of Albania

##################################
# UI
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- Added missing characters to hoi4_24header.fnt to unify the support turkish
characters

##################################
# Modding
##################################
- added bypass_if_unavailable = yes option for focuses
- added state highlighting for on_map_area for decision categories
- added error log when a trigger/effect that was supposed to go in {} is not
- limit inside on_research_complete is now deprecated, use
on_research_complete_limit outside of on_research_complete instead
- Add new effect to remove war goals of a specified type targetting a nation
- Add Is leading volunteer group trigger
- Added variable party_popularity_100 which is a variant of party_popularity where
the value is multiplied by 100 as to allow script to have as much precision as code
when manipulating party popularity
- Add is_leading_volunteer_group_with_original_country trigger
- Added optional parameter keep_political_leader to start_civil_war effect which
controls if the party leader of the revolting ideology will join the revolter as
its leader.

##################################
# Audio
##################################
- Sounds for the Bulgarian light and heavy planes (reused and renamed the medium
asset)
- Mixed planes for final

##################################
# Bugfix
##################################
- Yugoslavian communist coup targets will automatically join Yugoslavia's faction
if the original tag is at war - this prevents the target from joining other
factions due to common enemies.
- game rules interface now follows the database order while listing game rules
- Bulgarian Military Cooperation Agreements decisions can no longer be activated if
there is another decision of this type already ongoing.
- Bulgarian Aircraft Agreements decisions can no longer be activated if there is
another decision of this type already ongoing.
- Removed minimum loyalty requirement for Fund Faction decisions, which could lead
to blocking the player from interacting any more with the factions, due to loyalty
being modified by events/focuses after having legalized a faction.
- Fixed the editor crashing on start due to the limit of the number of texture
- Tooltip about Yugoslavia signing the Tripartite Pact is now more clear.
- Changed the localization for Yugoslavia in the Gathering Storm to correctly refer
to the State of Serbs, Croats and Slovenes
- Yugoslavia should no longer lose national spirits on a civil war
- Late-stage peasant councils are no longer temporary
- Fixed Bulgarian generals Hadzhipetkov and Boydev disappearing in January 4th
1936.
- Yugoslavia can no longer gain cores on the entirety of Europe
- Fixed 3 instances of the Regency council created with a wrong sub-ideology,
leading to the Regency Council being added to the wrong ideology.
- The "One Nation under Atatürk" achievement will no longer be given for just
starting the game under certain circumstances. Already awarded achievements will be
kept.
- Spanish Falangist AI strategy path will now pick "Sin Paquito" focus, and follow
down the expected Falangist branch
- Bulgaria on the Three Seas focus will now take 70 days to complete.
- Fixed missing localization from Romania dividing Yugoslavia
- Romania will now be informed that their focus enables them to divide Yugoslavia
- Dividing Yugoslavia now uses the proper icons
- Losing an airfield will properly evacuate planes again, if possible
- Yugoslavian industry focuses will now improve member states instead of Serbian
states where possible.
- Removes mutual exclusivity for King Michael's Coup and relocated it under Force
Abdication
- Romania can no longer change sides to a country of the same ideology as their
current faction (cannot jump from Axis to Co-Prosperity Sphere, Little Entente to
Allies, etc.)
- fixed incorrect airplane models are being displayed on map when a country has a
cosmetic tag that had plane models
- fixed bad romeance achievement not firing correctly
- the Byzanthine namelists are now available for Byzantium in the BFTB version
(still available for WTT Byzantium)
- Improved triggers to fix certain cases where Bulgaria could not access Foreign
Agreements and Purchase Foreign Equipment decisions.
- Yugoslavia will now complete granting its subjects independence on the Devolution
strategy plan
- States with Pre-Arranged Bulgarian Territorial Expansion state modifier will no
longer be transferred to Bulgaria if the owner has a core on those states.
- Decision Pressure to Lift Arms Restrictions will no longer be available until
after the players has failed on negotiating Bulgarian rearmament or has completed
focus Support Macedonian Organizations.
- Player can no longer get Bulgarian Army national spirit via National Military
Academy, after having completed Prussia of the Balkans (which provides a national
spirit that replaces Bulgarian Army).
- Kurdish state decisions will no longer be visible if Kurdistan is a puppet of
Turkey or anybody else, integrate decisions have been split up to give player more
agency and reduce potential edge-cases
- Removed AI weight towards garrisoning in Bulgarian AI strategy, so that it no
longer prioritizes garrisoning cities instead of defending its borders during a
war.
- Zveno coup can now be properly stopped by either destroying/integrating the
Zveno, completing focus Fatherland Front or having the Fatherland Front formed and
working against the player.
- Leaders are now properly assigned to each side. No more zombie Boris coming back
from the grave, no more country leaders mysteriously disappearing from the original
tag.
- Cleaned-up ultra-messy tooltip for Impending Zveno Coup decision. Now it is short
and easy to read.
- Kimon Georgiev will remain in original Bulgaria if he has been appointed as an
advisor or country leader before the civil war starts
- Several focuses in the Bulgarian FT are now locked if Bulgaria is a puppet. Note
that puppet Bulgaria can still complete the focuses to "approach" a country, but
will not be able to progress any further in the branch.
- Germany now has a new infantry model after bringing back the Kaiser (WTT only)
- fixed some startup errors regarding Camels for people without BFTB and
Pikelhauben for people without WTT
- Fixed Bulgaria not able to send volunteers to the Spanish civil war without La
Resistance active.
- The decision chain to Cooperate with IMRO no longer gets blocked if the player
controls all Macedonian states.
- Boris can no longer die after having been removed as a political leader.
- Fixed achievement Balkan Problem Solved being unlocked by just completing focus
The Unification of the Balkans and getting cores in the Balkans. Now it will
require Bulgaria to actually control those cores.
- Yugoslavia will no longer be informed that they have married themselves.
- Fixed national spirit Balkan Federation Project Propaganda instantly disappearing
if the country targeted is in faction with Bulgaria.
- The event triggered by Carry the Revolution Abroad focus, which invites communist
nations to Bulgaria's faction, now triggers the appropriate event back to Bulgaria
if the country refuses the invitation.
- Fixed misleading tooltip in Carry the Revolution Abroad description.
- The state modifier Skirmishes against the IMRO will be removed from Macedonia,
Central Macedonia and Thrace, if active, when any of these states fall under
Bulgarian control.
- Fixed a few edge cases in which the decision chain to destroy a faction could get
blocked forever.
- Romania will no longer be able to divide Yugoslavia if they are a puppet
- Divide Yugoslavia focus will now give a wargoal if Yugoslavia is already a puppet
- Nations being invited to divide Yugoslavia will now be given a tooltip informing
them of the decision to make claims
- Divide Yugoslavia will now bypass if Yugoslavia either does not exist or is
already a Romanian puppet
- Yugoslavia will no longer be able to be divided if it has already been divided
- Divide Yugoslavia no longer has missing localization
- Fixed Portuguese focus Arsenal do Alfeite not providing any naval bases as
promised in its tooltip.
- Germany will now get a wargoal on Yugoslavia if Prince Paul is deposed.
- French Basque Country now has a slot for an airport
- Prussia of the Balkans no longer weakens new generals and admirals by providing
+2 LVL. Instead, it now grants +1 Attack and Defense to generals and admirals.
- Both sides of the Yugoslavia civil war should now keep the appropriate national
spirits.
- French Basque Country airport is now in the correct province.
- The Soviets claiming the straits will now add a claim on Istanbul
- Ultimatum to Greece as the Soviet Union will now require owning Istanbul
- fixed an issue where the Collaborative Civil Works focus for Turkey instantly
bypassed
- siding with the EEE in the Greek Civil War will now actually start a civil war
- fixed broken meta_effect & meta_trigger
- the Greek debt to the IFC decision category should no longer disappear completely
for a month when making a large payment
- Added custom+historical Greek and Turkish tank names, added historical+custom
Turkish jet names, and added interwar bombers for Turkey as a starting tech
- Bulgarian wargoals on its puppets are now removed after subjugating them via Fate
of The Balkans decisions.
- Support the Spanish Coup will now promote a general who actually fought in the
SCW when the civil war ends.
- Decision "Prepare Bulgarian occupation" now also adds a positive state modifier
to Bulgarian-occupied Macedonian states.

################################################################
######## Update 1.10.1 "Collie" ########
################################################################

####################################
# Battle for the Bosporus Country Pack
####################################
- New Focus Tree for Greece
- New Focus Tree for Turkey
- New Focus Tree for Bulgaria

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# Features
####################################
- Reworked Focus Tree for Yugoslavia (Death or Dishonor)
- Reworked and tweaked the starting position for Romania (Death or Dishonor)
- added a number of new releaseable nations to the game
- The Heavy Cruiser 3d Asset Pack has been merged into the base game
- added a special infantry model with Pickelhaube for Unaligned Germany (Waking the
Tiger)

##################################
# Bugfix
##################################
- Fixed a bug where Serbia was using the incorrect country colours.
- Banning Communism or Fascism should now also remove foreign communist/fascist
influence national spirits.
- fixed foreign equipments not showing up under stockpiles ui
- Yugoslavia may now complete industry focuses if the owner of the province is
their subject
- fixed enemy ship count now showing up in strategic region ui
- added some missing descriptions of special ship hulls (MtG only)
- Fixed some mods being erroneously removed at game start
- The external actor on the losing side of a civil war no longer get their units
wiped if they were in the winner's territory as long as the civil war did not
become a full blown out war
- Yugoslavia will now lose the Anti-German Military spirit if the military has
already instigated a coup.
- Rocket sites will now properly delete remaining stock when captured and not crash
the game further down the line
- fixed a missing national spirit icon in the French tree
- fixed some issues with AI operative assignments that was trying to make them
assign same operative multiple times
- Fixed operative being stuck on rescue mission when there are no operative left to
rescue
- Added a nudger generated file to the list of files to backup and remove by the
Clear Cache action
- Added missing "do nothing" option to an event
- Set ROM starting ruling party to non-aligned
- Updated Institute Royal Monarchy focus to start with 65% Non-Aligned support
- Fixed a typo in wtt_events_l_english.yml for Germany Anti-Soviet Pact news pop-up
- removed Italian_generic_land_4 soldier and added Britain_generic_land_6 soldier
instead.
- new hat for error dog
- added portrait to vanilla GER

##################################
# Balance
##################################
- naval supremacy is now scaled to a percentage depending on enemy intel level
instead of getting reduced to 0% at low intel
- Germany can no longer annex Yugoslavia with a single focus and no input from the
Yugoslavian player under certain circumstances

##################################
# Stability & Performance
##################################
- improved performance of national focus gui when there are focuses with many
prerequisites or expensive allowed triggers
- Fixed OOS triggered by displaying the description of some focuses and event
effects
- Improved performance of CPoliticalMinister that was evaluating decision with an
ai_factor of zero
- Fixed CTD when interacting with the army portraits while merging armies
- Fixed CTD in AI code
- Added allowed trigger for ai strategy plans
- Fixed CTD related to carrier air missions
- Fixed OOS caused by localized state name
- Fixed CTD caused by effect from history trying to access the not yet initialized
graphical map

##################################
# Modding
##################################
- add the modifiers navy_leader_start_level, navy_leader_start_attack_level,
navy_leader_start_defense_level, navy_leader_start_maneuvering_level,
navy_leader_start_coordination_level to match the sames for army_leader.
- Fixed has_dlc trigger to return false when the name of the dlc is not known
- Added support for nesting localization strings, i.e. use a localization key
within another localization string, enabling strings like "Unlock $nukes$ in the
$technology$ screen" where 'nukes' and 'technology' are localization keys.
- Added support for dollar signs in localization strings. Normally a dollar sign
denotes the start or end of a variable. With this change "$$" will produce a single
dollar sign in the resulting string.
- add_equipment_to_stockpile effect now accepts variables as producer
- added faction_leader scope change
- added custom_modifier_tooltip support for dynamic modifiers
- added add_victory_points/set_victory_points effects
- Added console command Audio.PlayEffect to play a scripted sound effect at will
- added can_be_produced trigger to equipments so they can be blocked for certain
countries for production
- Added the ability to specify a variable refering to an idea for triggers and
effect has_idea, add_ideas, remove_ideas, swap_ideas, add_timed_idea and
modify_timed_idea
- Added support for the triggers is_enemy, is_friend and is_neutral to adjacency
rules to enable script to determine which rule to use. Evaluation order is
documented in adjacency_rules.txt.
- Added global.province_controllers game variable array that returns an array
containing the controller for each province, where array index is mapped to
province ID. For example global.province_controllers^4135 returns the controller of
Gibraltar.
- Added equipment buildable trigger

##################################
# Database
##################################
- Added a series of decisions for Yugoslavia to promote a communist uprising in
Bulgaria, Albania, and other Balkan nations
- Added General entry for Constantin Sanatescu
- Hooked Iraqi fascist leader into vanilla
- Added Kurdistan tag, history, and leaders

################################################################
######## Hotfix 1.9.3 "Husky" ########
################################################################

##################################
# Balance
##################################
- decreased suppression value of SP-Art battalions
- decreased suppression value of SP-AA battalions
- decreased suppression value of SP-AT battalions
- decreased research cost on destroyer hulls
- decreased research cost on depth charge technologies
- increased research cost on 1940 and 1944 submarine hulls
- increased research cost on torpedo module upgrades
- decreased research cost of naval munitions upgrades for light and heavy guns
- decreased research cost of armor schemes
- increased the cost of initial radar tech, lowered cost on all other radar techs
- decreased IC cost of all ship heavy batteries
- increased damage of all heavy ship batteries
- increased piercing of all medium ship batteries
- increased damage of all medium ship batteries
- Carrier planes no longer take area coverage penalties on their targeted/ground
missions
- Increased carrier hull surface detection base from 20 to 26
- Added a cooldown timer after naval transfers are engaged at sea and escape to
avoid stun-locking issues with many small fleets. The cooldown depends on the
screening efficiency of the defenders so a defended convoy will have a longer
cooldown the better defended it is
- Added an extra speed boost to convoys retreat speed when screened
- Effective carrier plane advantage in naval combat now gives penalties to
positioning for the other side
- Increased air-to-air damage factor in carrier battles from 5 to 6
- increase air attack targeting scoring for carriers to make them more likely
targets for other carriers
- increased naval hit penalty from 10% to 20% in heavy rain
- reduced carrier traffic penalty from 100% to 80% in heavy rain
- Reduce heavy gun target signature from 90 to 80 and increased light gun target
signature from 40 to 45 to make heavy guns a bit more versatile and light guns a
bit slower at picking off screens
- Patrol convoy raiding and convoy escort missions now rely on local navy position
for air superiority rather than average of air zones to stop high air superiority
in a zone from saving the ships from spotting in another.

##################################
# Stability & Performance
##################################
- Fixed OOS related to asking an operative to resume their mission after the
operation they are assigned to completes
- Fixed OOS linked to technologies not being properly reset between games
- Fixed OOS triggered by a country asking for manpower after a civil war
- Prevented crash when trying to respond to faction invite from a faction that no
longer exists
- fixed a ctd that happens when a non-existing capitulated country checks for
uncapitulation

##################################
# Modding
##################################
- Added play_song and scoped_play_song effects
- added on_war_relation_added on action (scope is attacker, from is defender)
- Made targeting weights for air-to-ship in naval combat moddable. See
NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.

##################################
# Bugfix
##################################
- Updated the forum link in main menu to match the new forum
- Bulgaria will no longer start with Flexible Navy focus completed in 1939

################################################################
######## Hotfix 1.9.2 "Husky" ########
################################################################

##################################
# Bugfix
##################################
- The Bell Tolls for Us achievement should now trigger when winning the civil war.
- the bonuses for collaboration governments are no longer reversed so the special
outcome ends up worse, also adjusted levels according to actual old default
- both outcomes on civilian tech stealing no longer gives max bonus
- Our Chief Weapon is Surprise will no longer check how many operatives you have
and will correctly only check if you have done 5 coups.
- fixed an issue where the British Raj could end up with no recruitable manpower if
they went down the swaraj focus path (TfV only)
- Countries should no longer leave the Latin Bloc formed by Spain after a day
- fixed an issue with Carlist spain losing its 3d models after reinstating the
monarchy
- fixed an issue with the Spanish unique 3d tank model not appearing correctly
- fixed some issues with coordinated strike that was making them with naval
bombings
- Fix AI constantly cancelling sending expeditionary units for a player and ai
- Fixed issue with cores and resistance during and after SCW.
- Korea should now correctly be released if Manchukuo breaks free from japan and
forces a peace settlement with them
- fixed an issue with army training xp generation
- Fixed operative resuming their mission after an operation being able to run their
mission in a quiet network
- it is now possible to recruit local agents in countries occupied by a third party
- Tech stealing can no longer unlock mutually exclusive techs and will let you
unlock techs with less than 50% progress on them directly also
- Hinder NKVD Interference focus will be canceled if The Stalinist Doctrine is
completed, fixing an edge case where player could unlock both sub-branches.
- Soviet now retains the old behaviour of sending volunteers to spain
- Fix end of civil war events no longer firing (initially reported on German Civil
war)
- Tech stealing text now matches what you always get rather than sometimes being
random
- Fixed an issue with the Iberian union not getting the correct 3d model

##################################
# Balance
##################################
- added mil factory to china that was incorrectly set up in 1.9.1
- capture cypher operation now gives between 30-50% decrypt and requires a bit
lower network.
- Lowered operation duration for infiltrate Army/Navy/Air from 90 to 75
- Lowered boost resistance operation duration to 50 days from 60
- Lowered duration on targetted sabotage from 120 to 90 days
- sabotage operation now also increases damage done rather than just aiding in
targetting
- lowered chance for agent capture and increased chance for harm and hiding to
reduce the amount of rescue missions needed
- reduced cost increase for repeating tech steal operation from a target
- reduced cost increase for repeating sabotage operation on a target
- Increased weights for equipment unlocks a bit from tech stealing operation
- Carrier planes no longer suffer the range coverage penalty during coordinated
strikes
- Spain will not get resistance from the states until the SCW is completely over,
meaning that the second uprising has been triggered/avoided. This is also applied
if a Spanish faction defeats the other Spanish tags before her second uprising
happens, since the SCW will not end until the second uprising has been dealt with.
- if France backs down during the Sudeten Crisis, French guarantees on Yugoslavia
will also be removed (no one believes you anymore France)
- French guarantees on Yugoslavia and Czechoslovakia are now cancelled if France
goes with Britain

##################################
# AI
##################################
- AI japan will no longer make Marianas a collaboration regime, similarly with
Czechoslovakia which is a bit too complex to represent well with the AI here
- AI Spanish Factions will now surrender if they do not control any state in the
Iberian Peninsula, but own other territories outside of it (preventing the player
from needing to execute naval invasions to win the SCW)

##################################
# UI
##################################
- The coordinated strike operation now has proper effect descriptions explaining
what it does
- removed a unlocalized debug tooltip when planning operations

##################################
# Database
##################################
- Removed tooltip in News Events showing up after defeating the other faction/s in
the SCW before the second uprising. Added tooltip in News Events showing up after
actually wining the SCW.
- Fixed an issue where, under specific circumstances in some edge cases, Gibraltar
cores/claims could be lost.

##################################
# Stability & Performance
##################################
- Fixed OOS related to different language settings between the host and client
- Fixed OOS due to differing ship name in combat result
- Fixed OOS when joining a MP that has not LaR with a client that has LaR enable
while comming back from a game with active operatives
- Added basic land and naval combat details to hourly OOS checks
- Fixed save game formatting of AI strategies for managing production of army
roles, to use text instead of unstable numeric IDs
- Enabled the abort on map error for when game files are modified in the
installation directory
- Fixed CTD when showing the leaderboard before going back to the main menu
- Fix a CTD on related to clearing strategic air data and processing air activity
- Fixed OOS caused by a client that has been kicked from or lost connection to
their last game when the client has different DLC settings than the new host
- Reduced the hourly tick cost of checking for out-of-syncs by calculating checksum
only for existing countries, and only for technologies actively being researched.
- Fixed a crash that could happen when assigning operative to an operation
- Fixed OOS in naval combat when convoys are sunk in a MP with at least one client
using a different language than the host
- Fixed OOS when a player asks an AI for a lend lease
- Fixed OOS caused by differing name of the airbase airwings participating in naval
combat are coming from when a client has a different language setting than the host

################################################################
######## Patch 1.9.1 "Husky" ########
################################################################

##################################
# Balance
##################################
- lowered intel required for approximate army count & fielded manpower count to 5%
- Fixed upper bound of define for min legitimacy of government in exile to allow
equipment transfer, which has the practical effect of increasing this min required
legitimacy from 1 to 5.
- Fixed bounds of define for daily legitimacy change of liberated government in
exile, which has the practical effect of changing the rate from -1 to -1.5
legitimacy per day.
- Soviet NKVD spirit now gives an extra operative slot
- SMERSH now gives +1 slot and coutner intel if you have LaR
- mitigated the effects of deleting your whole army to get more XP training exploit
- Add a max cap of 10 to operative number
- every country should now have access to a minister to unlock an extra operative
slot
- decreased time taken to run collaboration regime from 190 to 90 days
- removed ignoring of resistance target changes to no garrison law if resistance is
disabled
- increased compliance generation to 0.08% base from 0.07%
- decreased compliance decay to 0.08% from 0.1% at max compliance
- Rebalanced compliance gain
- changed compliance decay in occupation laws to match new compliance generation
- France now starts with basic heavy tanks unlocked
- France now has engineer companies attached to leg and motorized infantry
divisions as well as light mechanized divisions in the 1936 start
- France can no longer gain up to 7 research slots by cleverly losing a war
- Death Before Surrender now is a timed spirit that lasts for 900 days. This means
that, if the Civil War starts the earliest it can start, the spirit will be removed
at the beginning of 1939, thus simulating a collapse of morale and speeding up the
conclusion of the Civil War if it is still in progress.
- Anarchist divisions now spawn with only 25% equipment (unless the player/AI went
down the Anarchists branch). This should make Anarchist Spain's starting position
much weaker.
- 20% Reduction to Strengthen the Regime focus requirements (80k MP instead of
100k, 800 infantry eq. and 800 support eq. instead of 1k each)
- Increased minimum surrender limit to for a country to 20%
- Increased compliance decay to give cap of 90% compliance to non democracies.
- Changed compliance loss on state changing hands to 25% from 10%
- Decreased fielded manpower requirement from German "Demand Sudetenland" to 725000
from 750000
- Improved Resistance Suppression when using "Brutal Oppression" from 65% to 75%
- Decreased compliance from collab regime operation to 20% from 30% on normal
result and 50% to 40% on excelent result
- changing ideology now halves compliance
- Reduced the Compliance requirements for the Anarchist coring decisions to 50%,
down from 60%.
- Increased the cost of Concessions to the Anarchists decision to 150 PP to bring
it more in line with its intended purpose as an 'emergency' delay rather than a
permanent one, and also made it require either of the Nationalist factions to
exist. This means that once those are defeated, there is no stopping the Anarchist
uprising anymore.
- operative gained from faction members now is reduced for counties that lacks
industry
- operations will now higher cost as you execute same operation on same targets
(default is 15%. rescue operation is still 0%. Some exceptions are 25%)
- compliance is now halved (instead of factored by 75%) when a state controller is
changed
- destroying the counter-revolution now prevents France from descending into
another civil war against the fascists from low stability again
- Danzig and Memel are no longer required for forming Poland-Lithuania
- Memel is no longer required for forming the United Baltic States
- Political violence can no longer return to France if France has capitulated
- unprepared offensive modifier in SCW now also affect CAS impacts
- Along with Niceto Alcalá-Zamora as a leader, the Republicans will now, after the
1936 elections, receive a National Spirit reducing their political power income.
Along with Zamora's trait and various tweaks and adjustments made to the political
power gained through events and Republican focuses, this should make the flow of
Garrison Control fighting before the SCW much more natural. Now, Nationalists get
an initial advantage and a 'head start', but if the Republicans correctly focus on
delaying the civil war initially, they will be rewarded and eventually be able to
take more states back from the Nationalists than if they focus on taking states
from the very start. Delaying the civil war should therefore be more enticing as a
strategy.
- Increased tech stealing bonuses to 300% from 200%
- Increased tech stealing extra bonus outcomes to also give either 1 or 2 year
ahead of time bonuses also
- Tech stealing can now unlock techs, uses weights on tech picking to prefer more
up to date and equipment for a more rewarding bonus
- If Britain or France decide to abandon Czechoslovakia or Yugoslavia in their
respective event chains, any guarantees they have made to those countries are
revoked
- Medium Aircraft Designers now affect scout planes
- Added 4 civilian factories to Soviets
- added 1 mil and 2 civ factory to china
- changed one civ to 1 mil for PRC
- decreased manpower damage from resistance from 3% to 1.8%

##################################
# Bugfix
##################################
- fixed ai not being able to properly put taskforces on hold on some lack of fuel
situations
- Fixed faction members joining wars via one's puppets, overriding master's consent
- Pakistani independence war units will now be deleted when the two nations make
peace in any circumstances.
- Fixed an issue in the Romanian focus tree where the 'All Parties Must End' focus
incorrectly added a democratic drift instead of non-aligned drift.
- Updated Romanian focus Handle The King to give democratic support instead of non-
aligned
- Fixed error in log about invalid nationality when running triggers for operative
trait of a captured operative
- Fixed lack of initial pause when starting a new game after exiting to menu from
in game when the application was started with -start_speed=N.
- fixed unit leaders being both reckless and cautious
- fixed a potential oos with random variables
- fixed "cancel improving relations" being disabled if you are out of pp
- Fixed propaganda operative mission having no ETA nor efficiency indicator
- Prevent some UI to be visible on the loading screen when loading a save from in-
game
- No Pasaran now bypasses if you have finished the SCW
- Foreign arms purchases decisions should now appear for the anarchists
- The French "Invest in..." focuses should now pick the correct states and not pick
the same state twice
- Fixed air base capacity not updating properly when the controller of the state
differ from the controller of the airbase
- When a long text is truncated, add the full text in tooltip, even in the main
menu.
- Fixed an issue where Canadian focus "Skewer the Eagle" was automatically bypassed
if Britain failed to enforce loyalty.
- French purchase weapon decisions should now show up correctly
- fixed front orders having glitchy graphics in some cases
- Fixed display settings not being available in the launcher on Linux
- French focuses should now be correctly positioned when La Resistance is not
active
- Former Warlords are now able to use the "Integrate the Warlords" decision given
they have completed the appropriate focus.
- Limit the new decisions alert tooltip, to not show a too big list.
- Democratic Supervised States will now have elections
- fixed being able to see taken mutually exclusive focuses without intel
- fixed an exploit that was done by renaming unit templates to the one that will be
used in scripts
- Fix tooltip telling you can edit a template when you can't
- fixed agency upgrades being free unless you have wtt dlc
- reordered country scorer database to avoid some crashes
- Expand Soviet Aid focus now bypasses if you are Stalinist Spain and the SCW has
ended.
- fixed a crash that happens while loading/saving game rules if you enabled a
difficulty setting that was on a disabled mod
- Vichy France reuniting with Free France after Germany refuses to hand over the
occupied territories will no longer result in a game over for a player Vichy France
(Singleplayer only)
- fixed clear user directory not clearing saved game rules
- Against Fascism was impossible due to the combination of requirements. It no
longer requires Expand Soviet Aid to be completed.
- fixed compliance map icons not being visible if resistance is surpressed
- fixed a broken trigger in the Hungarian "Take Austria by Force" focus
- Random Non-Aligned leaders should no longer be Anarchist.
- Fixed operative on Boost Ideology and Propaganda being re-assigned to Counter
Intelligence on save load when no operative is assigned to Build Intel Network in
their intel network
- fixed pressing esc while drawing front orders not clearing things correctly and
causing issues in future fallback orders
- the Iberian Pact Invoked event should now only fire if Spain or Portugal is not
in a faction
- Fixed being able to start the operation Orchestrate Coup against a country with
the same ideology or already in a civilwar
- Luis Maria Martinez should now use the correct portrait even if he is spawned via
civil war
- Remove manpower need for operations
- Join the Allies now properly does what it says on the tin.
- Portuguese Anarchism focus now bypasses if Portugal no longer exists (for example
if it has been Anarchized already).
- Anarchist Spain is no longer allowed to call into being nation-states from
liberated communal territory, much less puppet these as well.
- Prevent CTD if the dependency of a technology is invalid.
- Fix a crash when refresh ratio is 0 and fullscreen = yes
- Boost ideology network requirement only depends on the target state network
- Unite Iberia now bypasses if Portugal no longer exists.
- Reaffirm the Popular Front Strategy now bypasses if the Anarchists have already
rebelled.
- All Must Bear the Torch now also requires Collectivization and Workers' Control
to be completed, thereby preventing situations in which the former's 5% recruitable
population bonus was erroneously not being applied.
- French Disunite Germany focus will now only create a faction if France isn't in
one already
- Unplanned Offensive now also reduces air mission effectiveness in affected areas.
- fixed drop_cosmetic_tag not changing country colors in some cases
- Fixed issues with resource requirements in operations differing between UI and
gameplay
- If an operation somehow gets too much equipment (like if modifiers improve) it
will now give that back on start of operation
- fixed an issue where operation slots were duplicated on save load during
preparation
- certain spanish song wont play overly much anymore
- Why Die for Danzig achievement should now require players to turn France fascist
and occupy Danzig without going to war with France.
- Regional Defense Council of Iberia focus not coring POR
- Republican Spain should no longer incorrectly load the wrong strategy plan and
expand Soviet aid in Historical Mode.
- Expand Soviet Aid now requires the Soviets to actually have sent volunteers
before it is available.
- If Republican Spain declares independence after having Expanded Soviet Aid, the
Soviet Union can now choose to grant it, instead of being forced to fight them over
it. If the Soviet Union elected to annex Spanish land in preparation for the
Independence War, via the event, this land will be returned and spawned divisions
are once again removed. The AI is unlikely to choose this course of action unless
they are in a large war.
- Ensured Reassert Dominance decisions can no longer target Denmark, if its capital
has moved to the Americas.
- Anti-Fascist Unity is no longer available after the Anarchists have risen up.
- fixed owner/controller in scripts not working in some cases
- Fix dynamic countries not being able to research variants and having all land
doctrine paths unlocked
- fixed coordinate strike not working in some cases
- Tito now dies when you kill him (did not die previously when he was killed)
- fixed num_finished_operations not working correctly
- French Intervention in Greece focus should now give the correct claims
- Achivement: I See Everything should now check for air intel as well
- Allow operative to be re-assigned to their mission when the operation completes
- Bled agreement effects
- Toggle between build network and quiet network on right click. Improve tooltip,
and fix map mode for CounterIntelligence mission.
- Limit amount of foreign manpower given
- Add new request lend leases modifier for france traits
- Added Corsica, Occitania, and Brittany as releasable nations
- multiplayer related DLC images and textbox fixed
- Reload the number of factories used by project immediately.
- Fixed bug where staging a coup in Brazil lead to a second Civil War when Portugal
completed The Empire of Brazil focus, even if stability and non-aligned support
requirements in Brazil were met.
- Portugal AI will be more inclined to build the required dockyards for Naval
Research Institute focus after completing Fuzileiros focus.
- Fixed add_ai_strategy
- Added a tooltip to explain that you need an operative working on the network to
prepare an operation.
- Fixed Guarda and Porto population being the other way around. Renamed state files
to match the actual state names.
- Release captured operatives of your new allies when you join a faction.
- Fix garrison alert showing when you have foreign manpower
- Fixed misspelling in a variable used for calculating size of Civil Wars in
Portugal. Civil Wars in Portugal will be potentially harder but WAD now that the
appropriate variable is used.
- Portugal cannot send volunteers to a Spanish faction they are not supporting.
- Fixed edge case where Spain could unlock two mutually exclusive faction branches
(aka Anarchist and Communist) while the SCW starting event was active.
- Fixed Portuguese Anarchism focus to give Anarchist Spain a war goal against all
Portuguese tags if Portugal is in a Civil War when the focus is completed.
- Nationalist Spain will no longer complete Iberian Pact focus in historical mode.
- A Portuguese puppet will not be able to complete focuses that will make it join a
war upon completion.
- Fixes to historical AI strategy plan, preventing Portugal to take any undesired
focuses that will make it abort historical plan.
- Fixed Metropolitan Army focus not actually giving technology boost for infantry
and support equipment.
- Added "name = X" too all technology bonuses missing it in Portuguese FT, X being
focus name.
- Fixed issue with Portuguese cosmetic tag colors: United Kingdom of Portugal and
Brazil loosing its blue color when loading save game. The Fifth Empire will now be
green for all ideologies (previously the color was only applied to non-aligned and
democratic, and it was almost the same blue as for monarchists)
- French Reorganize the Aviation Industry decisions can now only be taken once each
- Ratifying the Stresa front will now maintain the Franco-Soviet mutual guarantee
- Fixed Linux exception.log being useless
- Improved cleanup of unneeded leaders in script, and added a failsafe in the
Temporal Continuum Matrix, both of which are aimed to prevent Franco or Mola from
entering into our world from an alternate dimension and wage a war against
themselves. Also prevented Primo de Rivera from rising from the dead.
- Radar technology for Czechoslovakia will now use the correct localisation
- The tutorial should now correctly refer to Ethiopia
- fixed some countries not having illusive gentleman minister
- fixed an issue with a focus bypassing when it shouldn't
- air continuous focus now also helps with scout planes
- fixed naval supremacy from intel being off by a hundred
- fixed a typo in a French idea
- Czechoslovakia's Focuses should now work as designed.
- Fixed incorrect advisor traits for 101 country tags
- New Zealand will now gain access to a decision to request control of Pacific
Islands upon completion of the "Maori Volunteers" focus.
- It will no longer be possible for Wang Ming or Zhang Lan to rule multiple
countries
- The Social Democracy focus for Communist China will now enable elections
- Britain should now accept joining the Ententes through the French focus
- Improvements to the form Polynesia decision: New Zealand can now request control
of Pacific islands from their faction members
- Various operative sound fixes
- fixed a loc issue when describing compliance requirements for creating
collaboration regimes
- disabled anarchist ideology for randomly generated neutral country leaders
- Chinese Warlords should be able to become Communist
- Communists in the Government now also completes Increase Arms Production,
allowing them to move down the Stalinist branch even if they started out as
Republicans.
- War propaganda mission can now always be taken as long as there is intelligence
network strength on targeted state
- British Coerce Spain focus no longer influences Anarchist Spain.
- Fixed a DLC check issue with base game only lend lease
- fixed historical unit leaders getting their genders randomly assigned if not
specified
- Allow Portugal to remove the Unstable Republic national spirit when taking
focuses 'Join the Axis' and 'Honor Anglo-Portuguese Alliance'
- The Stalinist Doctrine and Anti-Fascist Unity are now only 35 days, making it
possible for the Stalinists to reach Anti-Fascist Unity before the Anarchists rise
up.
- fixed a broken trigger in the Expand the Burma Road decision.
- 1939 Spain start will now correctly have cores on historically Nationalist
territory, and resistance will be correctly initialized on Republican states,
allowing for re-coring via the decision system, as intended. Also removed cores of
a superfluous Nationalist Spain tag.
- Fixed issues with the Spanish Civil War ending news events giving seemingly
randomized combinations of titles and event texts. They should now properly reflect
the SCW ending situation.
- fixed intel network max planning penalty not applying to enemy
- Fixed the Fascist Referendum decision incorrectly being available for the
Carlists. Also made requirements more stringent for the Referendum decisions for
all other Spanish factions.
- fixed two game rules not working (Volunteers freely available and Hungary set to
go Communist)
- Taking any focus that removes or reduces 'autonomy' in Galicia, Pais Vasco, or
Catalunya, while not controlling some of these states, will now remove or reduce
'autonomy' of these states when you take control of them.
- Updated Belarusian division names with proper spellings
- Fixed an issue where formable nations decisions category was using an incorrect
asset
- Galicia should now have appropriate historical party leaders
- If Portugal joins the SCW, but their allied Spanish faction is defeated, this
faction will now be recreated when Portugal wins, rather than result in a peace
conference upon conclusion of the SCW.
- fixed an issue that prevented Vichy Produce Airplane Parts spirit from correctly
applying to Germany
- Fixed Bulgarian Ships using generic Portuguese names for Submarines and
Destroyers.
- Fixed an earlier fix for Expand Soviet Aid. It should now only bypass when having
taken The Stalinist Doctrine and the civil war has ended, instead of always.
- The "Join the French" focus in the Dutch focus tree now takes new French focuses
into account
- fixed some declare war pop up description issues
- France can no longer start border wars over her colonies if at war with the
controller of those colonies
- Fixed an issue where, when the SCW starts, the other side did not have any cores
on any of the Spanish states.Now both sides (Nationalists and Republicans) should
have cores on all Spanish states upon the start of the SCW.
- Fixed an issue where Spanish Civil War factions did not have their cores
initialized correctly, resulting in erroneous minimum surrender limit calculation.
This resulted in Republican Spain having a surrender limit or 40%, rather than the
intended limit of 15%. Together with the adjustment to the minimum surrender limit
in the Death Before Surrender spirit for the Republicans, this should mean
Republican Spain is much more difficult to capitulate now.
- The Iberian Pact is now bypassed if Portugal is already in a faction.
- Updated Portuguese Anarchism and Regional Defense Council of Iberia bypass and
available triggers. Portuguese Anarchism should now bypass if you own their
European states, ensuring you cannot get stuck on this focus as long as you do.
Regional Defense Council of Iberia requires ownership of these same states.
- Ensured the Independence War news event for Spain shows the correct localization
(it was referring to the wrong nation).
- Reworked AI weights on Limited Self-Rule and Lusotropicalism. Portugal AI will
not choose Limited Self-Rule while ruling party is non-aligned or fascist.
- Prevent Nationalist Spain from joining factions on historical mode.
- Portuguese dynamic tags will get Portuguese Focus Tree after wining civil war.
- Swapped Porto and Guarda Region Type.
- Adjusted Portuguese population in Lisbon, Beja and Santarem states.
- Fixed Portuguese and Brazilian infantry division name to Divisão de Infantaria.
- Fixed bug with Purchase Ships decision, checking for the wrong DD technologies if
MTG was active (which could lead to Portugal getting Basic Destroyers regardless of
ITA/ENG DD hull research).
- "Continue the Public Works" and "Roads, Bridges and Dams" will add an extra
building slot and infrastructure in Santarem. "A New Industry" and "Textile
Industry" will add an extra civilian factory in Santarem.
- Swapped Alfredo da Silva's and Duarte Pacheco's advisor traits.
- Portuguese puppets will not get opinion penalty with Portugal upon completion of
The Fifth Empire focus.
- Join the Comintern, Join the Allies, Honor Anglo-Portuguese Alliance, Join the
Axis and The Royal Iberian Alliance focuses now require Portugal to not be in a
faction and will get canceled if so.
- Completing Estado Novo focus will now lock Alvaro Cunhal as political advisor.
- Fixed issue with the chance of ships revolting during Navy Mutiny event.
- Renamed Franco's old portrait to prevent it from being used unintentionally by
the game.
- Units now correctly divide units into fallback orders that originate in friendly
territory and pass through neutral territory.
- army templates with >10 terrain adjusters will now create a scrollbar in template
editor guis so all can be visible
- Random generated female aces now get properly gender flagged
- Made ideas database loading more resilient to script error
- fixed a case where you can steal ships
- fixed sometimes not getting used factories back when canceling an operation
- Made the distribution of states for the Carlist and Anarchist uprisings more
reasonable, especially when finishing the SCW early and therefore owning a lot of
states before rising up as the Anarchists.
- Requesting Foreign Manpower Garrison support no longer overflows.
- Fixed an issue where territory wasn't assigned properly in the Japan surrender to
China
- fixed a rare edge case where Communist China could attempt to infiltrate itself
- Lina Odena is now properly considered female when being referred to in text. Also
updated her name to have the proper diacritics.
- fixed usa fascist party popularity being set incorrectly after civil war
- annexed countries will be removed from wars now
- fixed access relations getting cancelled after a while
- fixed factory tooltips in country occupation view
- fixed collaboration government not having a proper name in some cases
- Fix targeted legitimacy daily decision not giving 0.05 legitimacy
- fixed propaganda against warmonger decision not having lower cost against
neighbors
- Fix Missing localization tag for synthetic refineries when hovering over state
resources
- Fix steal naval blueprint removing civilian instead of a navy infiltration token
- invalid operations (target is now ally etc) are now cancelled even if they are
prepared
- France should now only be able to invite a country once into the non-intervention
committee
- fixed two incorrect tags in a French focus
- fixed an issue preventing Paul von Lettow-Vorbeck from being recruited
- Wilno will now become a core when forming the United Baltic States or Poland
Lithuania
- Nationalist Spain will no longer be offered to move their capital to Madrid if
their capital is already Madrid
- Carlist Spain should now have access to a naval advisor
- Solved issue with the end of SCW news event having multiple event options
- fixed missing text in the Italian focus Develop the Benghasi Oil Fields
- Mexico should no longer be able to send shipments to Spain if the war is over
- Tooltip for Alan Turing should now make more sense
- it is no longer possible to run an operation to capture cyphers if the target
country is already fully decrypted
- fixed not properly creating collaborations in some cases involving states that
are controlled but not owned
- Fixed an exploit that allows you to control another country that was being
controlled Back in the previous Game
- fixed missing icon and description for a hidden tech
- fixed activate_targeted_decision & remove_targeted_decision not working properly
for some cases of state targeted decisions
- Dynamic tag equipment and tech names fallback to original/base country tag
- Fixed scope so that Navarra, if owned by the Carlists, will become their capital
during Fascist Crackdown and Carlist Uprising events.
- Fix saving and reloading remove research bonus already applied to a research.
- fixed a rare case where a recently freed collaboration government could
peacefully annex the original country if both existed at the same time
- fixed a case where countries not joining peace conferences when there are
multiple different wars the enemy is in
- fixed a rare case where Italy would not correctly join the Allies if France was
already part of the Allies and Italy agreed to join the Stresa Front
- Fixed the Paradox account initialization to detect the active session passed to
the game from the launcher.
- fixed Reichskommissariat Ukraine not properly puppeting Ukraina
- Fixed an issue with tech stealing operation where players with MTG could be
stealing old useless techs
- fixed civil war flags not being cleared when country is annexed by an effect and
causing script issues
- fixed some occupation modifiers wrongly being applied after loading a save game
- impassable terrains no longer has resistance
- fixed some issues with resources that was causing inconsistencies with the last
added resource type
- "Give up Baleares" and "Refuse to Give up Baleares" events are now fired to Italy
instead of Spain.
- fixed china uprising decision not working in some cases
- France should no longer abandon all bonds of fellowship by leaving their faction
if they decide to support the Czechs together with Britain, because IT IS NOT THIS
DAY
- The EU should now correctly gain cores on Belgium and the Netherlands, Byzanthium
and Imperium Romanum now also both gain cores on new states that were previously
missing
- Airwing duplication now also copies missions as well as the "auto turn off"
training setting
- fixed some bugs that was changing resistance country (by cancelling and
recreating resistance) not working
- Evade Blockade decisions will now be properly removed after a country
capitulates.
- Germany and Soviet air volunteers can fight each other in the civil war
- Fix a case where carrier combat disruption was not working
- Gibraltar will not generate resistance to any Spanish nation if it is transferred
during the SCW.
- Fix instigate workers revolution britain not working properly
- fixed arguments not being passed to effects when using the effect console command
- Fixed issue with Spanish cores at the end of the SCW. Now the SCW winner will get
resistance in the initial states of the "major" (SPD/SPA) Spanish enemy, until they
get cored via decisions.
- Fixed annexation effects not being triggered after defeating non-anarchist
Portugal.
- French Coup operations should now correctly display their potential outcomes
- fixed air mission icons in intel ledger air map mode having wrong frame
- Fixed a typo in Belarusian spelling and cleaned up spacing.
- The Chinese "Communist threat defeated" event is now suppressed after firing once
until a new Communist infiltration is detected (WtT only)
- fixed remove_unit_leader effect not working correctly in some cases
- Fixed "Expand Garrison Control in Burgos" decision not increasing garrison
control for the Republicans
##################################
# UI & Graphics
##################################
- removed horrible yellow text in the description of an operation phase
- moved air research window elements a bit so it will fir 1920 width resolutions
- assigned f10 to faction map mode (you can take screen shot of map using ctrl +
f10)
- Achievements should now have much more readable descriptions
- Fix infinite production of ships not assigning names properly in the UI
- Ensured the Abdication Crisis timed mission will now appear at the top of its
decision category, for convenience.
- Fixed the Boost Ideology window to work with more than 4 ideologies
- The list of aces to pick from is now sorted to have compatible and free aces at
the top
- Releasing puppet no longer creates a new operative slot that disappears again
after unpausing
- fixed some graphical issues with frontlines
- fixed operative nationality flags not properly positioned when there are more
than 2
- Reduced excessive digits in percentages in various occupation tooltips
- improved operative slot tooltips to see where you are gaining your slots from
- During peace conference, collaboration events are delayed until after and non-
news events are hidden
- Operatives can be disbanded to free up operative slots and recruit different
operatives
- French Focuses bypassed by not having an inefficient economy now correctly
display that fact
- fixed is_on_continent trigger tooltip being reversed
- Fix units when retreating towards a tile while in multiple combats has a wrong
arrow visually
- Clear all province colors when switching to root out resistance map mode
- Unified achievements tooltips during game setup and in-game so that the in-game
button shows the same details as game setup.
- Corrected achievement UI to be disabled when not logged in with necessary
accounts, with explanation added to tooltip.
- fixed "Expand Influence in state" decisions increasing the influence over max and
causing ui to show wrong decision icons
- Fixed Communal Autarky focus showing an effect tooltip twice.
- Added text-to-speech (Win/Mac) and speech-to-text (Win) to the multiplayer chat
- Added large font support and visual message notification to the multiplayer chat
- Added new 3D models for the various Spanish sides and Portuguese units in La
Résistance
- Fixed overflow of resource icons in the state view
- added 'lack of fuel' icon for combat view for the divisions that are lacking fuel
- Specified Cyrillic script fallback fonts for an old fonts used in a limited
number of places, most notably the Autosaving message.
- Fixed untranslated OK and CANCEL buttons in various confirmation dialogs.

##################################
# Audio
##################################
- Fix sound effect for light armour fire. Now it has more DAKKA

##################################
# AI
##################################
- Prevented AI from attempting to refit ships to their current equipment variant.
- Fixed an issue with French Random Ai path selection breaking in most cases
- you can now set the French Ai to become monarchist through custom game rules (LaR
only)
- fixed an issue where the Soviet AI random path selection was broken
- Republican Spain is now more intelligent in when it will Expand Soviet Aid.
- Republican Spain will now never join the allies in search of aid in their
independence war, and thereby cause an Allied-Soviet war.
- ai should now randomize their boost resistance operation target a bit more
- fixed some cases where ai creates invalid invasion orders and wastes units
- fixed some issues that were making ai not assigning strike forces properly
- ai is now less reluctant to accept other ai countries' access requests if other
country is too small
- Delayed UK AI strategy for piling in to save benelux to avoid awkward timing
issues
- Spanish AI will now be less disinclined to take certain advisors.
- German AI should now research 1940 fighters (after 1940 due to balance concerns)
- allies no longer ask SOV for military access
- fixed ai not upgrading templates of existing units
- fixed some issues that resulted in ai preferring producing earlier ships
- ai ITA no longer releases Libya as a collaboration government
- ai will try not to pick closed economy laws if it has large allies
- fixed ai not taking zero cost decisions if it has negative pp
- ai will be less reluctant to create collaborations if it already has some
- GER now will try to put more armor to low countries instead of france border
- Ai now able to send volunteer airwings again (optimization broke it in 1.8.1)
- Soviets are discouraged from sending volunteers to western Europe
- neutral ai countries won't create collaborations unless it is past 1944 and they
are at peace
- ai will not create single state collaborations
- The US should now declare war on Vichy france closer to the historical date
- ITA now no longer invades NOR until FRA falls
- soviet will now build less naval bombers and a bit more fighters
- Portugal AI will accept to Restore the Iberian Union if it is a puppet of Carlist
Spain.

##################################
# Database
##################################
- updated some Soviet tank variant flavor names
- war goals gained from focuses no longer expire
- Rearranged the order of dynamic tag colors, making it less likely that
Nationalist Spain or Vichy France will end up neighboring dynamically-generated
tags (civil war factions) that have the same color as them.
- researching modern spaa now correctly shows modern spaa subunit as unlock (it
always unlocked it, but showed wrong subunit instead)
- José Antonio Primo de Rivera and Francisco Franco advisors now have icons that
are direct copies of their country leader portraits. In Franco's case this has
resulted in miraculous rejuvenation!
- minor performance improvements through usage of more accurate scoping in
operation triggers
- added flavor names for Portugese tanks
- SS divisions recruited through decisions now have motorized recon units instead
of horses
- enabled Jacques Duclos as a French operative in the communist branch (LaR only)
- José Díaz now uses the updated portrait as a default.
- Added unique event picture for Occupation of Tangiers events.
- Added victory points to Samoa, Tahiti, Hawaii, Vanuatu and Polynesia
- Brittany should now use their namelist
- The Republican tree for Spain (POUM, Stalinists, and Democrats) has received
various balancing tweaks and additional industry focuses, to make post-Civil War
gameplay more enjoyable.
- Added a few new Carlist focuses to slightly improve their industrial situation
after the civil war.
- Relocate Government to Batavia focus now also adds 70 compliance to Indonesian
states.
- It is now no longer possible to avoid the Carlist/Anarchist uprisings by ending
the Spanish Civil War before their timers expire. The timers will now continue
until expiring, and, if the opposing faction (Republicans or Nationalists) has been
defeated already, a new civil war will begin with the Carlists or the Anarchists
(Franco can avoid this by taking the Fuse the Parties focus, as normal). New news
events and descriptions for existing events have been added for these situations.
The Civil War will now only be considered 'ended' when all factions have been
defeated, or Franco takes the Fuse the Parties focus.
- France now has the correct heavy battery and secondary battery unlocked in 1936
(MtG only)
- Slightly adjusted A Great Spain and The Popular Front focus placement to be more
central.
- Increased the strength of the focuses contained within the Expand Soviet Aid
branch, to make these more useful and worth the repercussions. Also made them
impact Communism support more.
- Reduced surrender limit offset (mninimum surrender limit) for Republican and
Anarchist Spain in the Death Before Surrender spirit to 5%, down from 15%.
- Added an additional 5% neutrality support to both Safeguard the Freedom of
Worship and Integrate the Requetés, making it easier for Francoist Spain to remain
below 40% fascism support, in case they want to join the Allies.
- Changed the country names for Galicia and added party names for Spanish
releasables
- Renamed Elastic Defense focus to Rebuild the Lines of Torres Vedras for better
flavor.
- Fixed "Catalonian Occupation Zone" to properly refer to a "Catalan Occupation
Zone", instead.
- Fixed decision requirements in the Abdication Crisis timed mission.
- fixed a number of issues with the French Legitimist Monarchist branch
- Fixed flavor text in the Spanish Independence War news event
- fixed some issues with Japan's head of intelligence advisor
- dismantling the Maginot Line now removes the "Protected by the Maginot Line"
national spirit. The Extending the Maginot Line Focus now requires this spirit.
- fixed an issue with Yugoslavian Fighter/Bomber competition event chain having
unlocalized strings
- Added missing name for Concessions to the Anarchists decision.
- Fixed Soviet Union seizing Spanish gold reserves even if the gold was never
relocated.
- The French "Economic Devolution" focus now displays the correct effects after it
is taken
- fixed a missing Czech airwing name
- Spanish focus "Demand French North Africa" now also gives Algerian Desert.
- Portugal will not be able to complete "Intervention in Spain" or "Nationalist
Intervention" if it is in a faction with Spain.
- Free French coup in territory operations should now only be available against the
country actually occupying that territory
- Spanish POUM will no longer share the same game rules as Anarchist Spain. They
will be able to join factions, boost ideology and puppet nations.
- fixed a number of edge cases in the Munich conference logic (and probably
introduced a number of new edge cases, happy hunting!)
- Tito should no longer be able to serve as chief of army if he is dead
- Added Niceto Niceto Alcalá-Zamora as the initial leader of Spain in 1936, along
with an event to replace him with Manuel Azaña in April 1936.
- fixed an issue where France would start out with too low war support if Man The
Guns was not active
- Vichy France is now informed if any colonial territories are taken over by Free
France
- Several new Spanish advisors are now at the service of the different Spanish
factions. POUM will also receive a field marshal and two generals upon completion
of Masters of Our Own Fate focus.
- Brazilian Fascist party will become an Anti-Monarchist Coalition when Portugal
completes the focus Monarchist Uprising in Brazil.
- Added general Jose Asensio Torrado to the Spanish roster, so he can finally show
up his cool portrait.
- Fixed missing portrait for Spanish general in vanilla.
- Fixed unlocalized option in one of the Spanish civil war news events.
- Spanish Election of 1936 events will now get the current Spanish leader, Niceto
Alcala-Zamora.
- Updated BLR division names to use Belarusian instead of Russian.
- Added in decision category art for generic formable nations.
- The UK will now prioritize giving Gibraltar, if possible, to SPD, then SPA, then
SPB and, only if no other Spanish tag exists, to SPC when they complete "Withdraw
from Contested Territories" focus.
- Added advisor portrait for Agustin Munoz Grandes
- Improved French intervention in SCW so that now France, if fighting in the SCW,
will be at war with any new Spanish tag spawned.
- Any Spanish tag revived by a foreign ally will now declare war on any foreign
country allied to any other Spanish tag.
- Chinese decision to move the capital to Beijing/Nanjing will no longer be
available for subjects. This change fixes the issue with Portuguese China moving
their capital and making the achievement "Go ahead, Macau my Day" impossible to
complete.
- Pierre Laval now starts out as the French starting leader
- Prevented Monarchist France from being able to join the Spanish Civil War on the
Anarchist side.
- Portuguese "Volunteers in the War" National Spirits will be removed when the SCW
is over

##################################
# Modding
##################################
- Added trigger network_national_coverage to test for Intel Network National
Coverage
- unless producer tag is specified, add_equipment_to_stockpile will now remove
equipment from all tags until it removes all required amount if amount is negative
- fixed updating a mod possibly breaking fired events in saves
- event pictures now can be customized using scope by using scripted localization
(example: picture = " ")
- added set_variable_to_random/set_temp_variable_to_random effect/triggers
- added markdown/json/html files for scripting documentation
- Added console command documetation to -dump_script_doc launch option
- Improved logging of event errors to specify file, line number, and id, and logged
when the event window times out but no option is allowed by script.
- added support for random female army leaders & admirals (controlled by define
NCountry::FEMALE_UNIT_LEADER_BASE_CHANCE & modifiers female_random_operative_chance
female_random_army_leader_chance female_random_admiral_chance)
- added effects for setting country/unit leader portrait/name/description
- fixed duplicate localization keys breaking strings in the game
- removed "We ran out of preallocated icons for icon type" error
- Added error logging for defines that have invalid values. They are still fixed up
to be valid, but now the automatic change is reported, alerting designers and
modders to adjustments that will not have the expected effect.
- fixed has_available_idea_with_traits tooltip not listing traits
- Fixed originator property of operative_leader_event effect not working as
intended
- now possible to get intel agency name from localization as [ROOT.GetAgency]
- Fixed handling of -start_speed=N startup option so that the game will immediately
begin running even when combined with -start_save=SAVE.
- technology tokens can now be accessed as variables. added
num_researched_technologies trigger. added researched_techs country array
- fixed on_daily_TAG (and weekly/monthly) on actions not working
- added ignore = {} support for has_available_idea_with_traits so modders can add a
list of ideas to ignore while counting
- added has_allowed_idea_with_traits trigger
- fixed a crash with nudger while editing states
- it is possible to specify name & icon in create_intelligence_agency effect now
- added state_resource_cost_steel (and others) modifier that will add a resource
cost for state (they can reduce state resources below zero and unaffected by
transfer ratio)
- added country_resource_steel & country_resource_cost_steel (and others) which can
be used in country scope to add/remove resources to country (added ones are
affected by production modifiers)
- added max_planning_factor modifier
- added error log for non-existing game rule option for has_game_rule trigger
- fixed script triggers not producing correct tooltip for scripted_trigger = no
- fixed some tooltip issues with for_each_scope_loop effect and all_of_scopes &
any_of_scopes triggers
- specific ideologies can now be disabled for random country leaders by setting
can_be_randomly_selected = no
- updated documentation files
- Made random_list property log to log to in-game console while in debug mode
- added exclude_dlc support for game rules & options
- fixed accessing variables using other variables not working ( such as
var_name:var_name2 )
- added seed = var support for scripted locs random list & random list effect
- laws/ministers can be now modded to use list view instead by adding use_list_view
= yes to their idea group
- fixed country_resource_cost_ modifiers not applying correctly
- fixed state resource cost modifiers not showing in tooltip if there were no other
resources
- country total resources can go below zero now
- The game no longer aborts due to map errors if launched in debug mode, to allow
access to the Nudger
- The game now displays a pop up when reaching the main menu if it detected invalid
map data when launched in debug mode
- added on_operative_recruited & on_operative_created on actions
- fixed invalid error logs with tag aliases
- added army_experience navy_experience air_experience country variables
- scripted effects with names that start with "d_" (example d_test_effect) now will
be available as a console command) example usages are in zzz_debug_effects.txt
- added mtth database that allows mean_time_to_happen/ai_will_do structure as if
they were variables
- added script profile scopes for ideas
- fixed country_resource_cost modifiers for real
- Fixed occurences of limit in an else effect not being reported as an error
- added dirty = var_name for scripted windows. if this variable name is set, the
game will check if the value of that variable is changed before updating scripted
windows to see if it needs to update the gui. by default guis are updated every
hour/with every command. now if a change has been made that would affect the
scripted gui, you can just change/increase a variable to force an update and
improve performance
- Errors that cause the invalid map data error are now preffixed with MAP_ERROR
- release release_puppet release_autonomy effects no longer changes the controller
if the state is controlled by a non-ally country.
- you can specify a list of effects under spawn_civil_war effect now, which will be
executed under new civil war country
- added release_on_controlled release_puppet_on_controlled effects that also works
if on your controlled states
- added army_ledger navy_ledger air_ledger civilian_ledger tokens for
parent_window_token scripted gui entries
- added state modifiers for building & repair speed for specific building types
(example state_production_speed_infrastructure_factor
state_repair_speed_infrastructure_factor)
- added is_impassable trigger
- added support for highlight_state_targets for decisions which is a script target
that can be used for highlighting states. should give improved performance if used
instead of highlight_states
- decision scripted guis now supports dirty var as well.
- event effects now accepts variables as its duration entries
- Enabled 3D mesh lookup based on a country's cosmetic tag before checking its true
tag.
- added MAX_NUMBER_OF_TEXTURES define which can be increased for mods that had more
than previously hardcoded 10k texture limit

##################################
# Stability & Performance
##################################
- Fixed CTD when trying to assign a front line to a selection of units where some
belong to an army group and some are unassigned
- Fixed CTD when the game files do not specify a strategic region for a province
- Fixed crash if the GAME_SPEED_SECONDS define is missing or too short.
- Fixed CTD caused by invalid values in game rules
- Fixed CTD when tag switching related to naval mines
- Fixed crash uploader on Linux not working
- fixed a ctd when a mod removes existing gui element
- Fixed CTD due to stack overflow when trying to set a tooltip handler to a window
that had no guitype
- Fixed CTD that may happen when confirming the replacement of a technology to
research
- Fixed CTD that may happen when a naval invasion land in some cases
- Fixed CTD that can occur when a carrier ship is tranferred between countries
- Added mitigation when loading a save that has invalid access rules for carrier
- Fixed CTD on missing static modifier definition
- Fixed CTD when define NIntel::MAP_INTEL_VISIBILITY_CUTOFFS was illformed
- improved performance slightly by making some adjustments to triggers (courtesy of
Yard1)
- fixed some performance issues with naval invasion ai
- The game will now abort if the map contains invalid data
- Fixed CTD when accessing the airwings of a carrier that has been acquired through
the annexation of a puppet
- Fixed CTD caused by event that would kill country leaders or a country that had
none
- Fixed CTD when evaluating event target with an invalid state id
- Fixed CTD when an airbase with air volunteers was destroyed
- Fixed CTD that can be caused by some moded ship equipment type
- Fixed CTD caused by a task force located in a province with no sea access
- Fixed CTD that could happen when releasing a country
- fixed a ctd when \n at the end of definition.csv is forgotten
- Prevent CTD when attempting to display the airwings of an airbase the player does
not have access to
- Fixed abort to trigger on more cases where invalid map data is detected
- Fixed CTD on invalid naval terrain type for a strategic region
- Fixed CTD on invalid state definition
- Fixed CTD that could happen when re-ordering ship names
- Fixed CTD when displaying the tooltip of the join faction diplomatic action
- Fixed CTD when a autonomy_state has not been correctly loaded
- fixed unnamed gui objects possibly causing crashes and added an errorlog
- Blocked execution of white_peace before game start, along with error log
explanation, instead of CTD.
- Fixed CTD on Windows related to flag atlas texture update
- Fix performance issue when creating dynamic tags from targeted decisions.
- fixed a bug that was leaking memory in decision scripted guis
- fixed a ctd that happens when you have invalid color characters
- fixed a ctd that can happen when loading a save that has gie with units in naval
transfer
- fixed a crash that happens when saving when a border war ordergroup is invalid
- fixed a ctd that happens during peace conf when the game tries getting tooltip
for a deleted action
- Fixed CTD while loading a save game for some mods
- Fixed CTD on Windows caused by the assumption of the presence of the popcnt
instruction
- Fixed a CTD caused by missing pie chart UI element in the diplomacy view
- fixed an oos due to random variables

################################################################
######## Update 1.9 "Husky" ########
################################################################

##################################
# La Resistance Expansion
##################################
- New national focus tree for France
- New national focus tree for Spain
- New national focus tree for Portugal
- Espionage Agency & Code Cracking
- Operatives that can perform missions and operations
- Scout planes
- Armored Cars + special recon company
- Collaboration Governments
- New Intel system and Intel Ledger

##################################
# Free Features and Important
##################################
- Revamped Resistance system with offmap garrisons
- Added zooming feature for focus trees
- Added search functionality and filters for focus trees
- new recon support companies
- Neutral ideology can now be externally boosted
- MEFO bills will now auto-renew and player can decide ahead of time if they want
to opt out
- New mapmodes for resistance & Compliance
- Licensing now requires permission to be seen
- New Spanish Fragmentation game rule, Spain Fragmented: Galicia, the Basque
Country, and Catalonia will exist as independent states at game start
- New Spanish Fragmentation game rule, 11th of November: splits Spain into
Castille, Aragon, Navarra, Galicia, and the Emirate of Granada at game start.
- New Oceania Colonization Status game rule, Oceania Decolonised: all releasable
nations in Oceania will be independent at game start
- New Oceania Colonization Status game rule, Polynesian Empire: all Polynesian
nations will be united into a single state at game start with extra factories and
dockyards.
- New country tags in Oceania: Tahiti, the Mariana Federation, the Federated States
of Micronesia, the Solomon Islands, Samoa, and Hawai’i.
- Error dog has a new change of clothes

##################################
# Balance
##################################
- xp gained on air wings in combat now scale with actual amount of planes in combat
- air superiority formula now linear instead of square with respect to planes. e.g
plane amounts matter less
- Air superiority now scales from 0 to max penalty for enemy from the 50/50 state
rather than giving the side with >1% advantage most of the benefit right away
- Various industry buildup focuses for romania now prioritize better or historical
states for their location
- improved penetration of all medium ship guns
- Frequency of tactics picking in combat is now doubled
- Entering close combat tactic phase is now a lot less likely unless in urban
fighting
- Superior Firepower tech soft attack bonus changed from 20% to 10%
- Shock and Awe tech soft attack gets an additional 5% soft attack to all fighting
battalions
- Mobile Defense tech defense bonus changed from 20% to 10%
- lowered requirements for support rocket artillery equipment to be in line with
normal artillery equipment/mechanized.txt
- removed hardness modifier from mech and added those benefits into base stats
- increased armor on amph tank 1 from 10 to 20
- increased armor on amph tank 2 from 60 to 80
- reduced effectiveness of heavy armor amphibious assault from 20% to 10%
- reduced effectiveness of medium armor amphibious assault from 30% to 20%
- Researches can no longer claim two different research bonuses at the same time if
they only have one of ahead of time and research bonuses each
- Made the lack of fuel penalty on torpedoes -80% rather than -50%
- Australia can now take the Advisory War Council focus if at war
- Tech bonuses in the Italian Focus tree now apply to categories rather than
specific techs (thanks xMer!)
- Rebalanced carrier fighter disruption and fixed bugs with its calculation
- lowered base mil factory output by 10%
- Increased Panzerschiff HP from 100 to 220 to make them more inline with heavy
cruisers
- CSA can now core multiple territories at once
- Japan now gains wargoals on Indochina if France rejects Japanese demands
- Czech war college bonus improved
- lowered screen ratio for navies from 4 to 3
- added a suppression value of 3 to all tanks
- Austria Hungary now gets -40% tension needed for justification
- changed IC cost of infantry equipment 0 to 0.43
- lowered IC cost of infantry equipment 2 to 0.58
- lowered IC cost of infantry equipment 3 to 0.69
- increased malus from "war to end all wars" UK spirit to 30% to account for extra
manpower from colonies
- lowered manpower requirement on germanys Anchluss focus slightly
- reduced air wing experience gain from 2nd and 3rd level reformer air chief
- reduced ship experience gains from naval combat by ~20%
- increased bombing reduction from 12% to 15% for dispersed industry 1
- decreased bombing reduction from 12% to 10% for dispersed industry 2, 3, 4, and 5
- reduced loss in stability from no further appeasement branch of UK focuses from
losses of 15 stability to losses of 10 stability
- reduced experience gains for airwings to 5% from 10% in air doctrines

##################################
# Bugfix
##################################
- Fixed a civil war revolters not getting correct focus tree
- Units moving to a valid retreat location will now prefer going there rather than
a random other province if attacked
- xp for ground attacks was also applied to air superiority missions. Now its
reserved to ground missions where there are targets. Base xp gain from combat
adjusted up accordingly
- The fuel cost when having multiple air missions active is now the highest, not
the average which let you run air superiority at a discount
- Fixed issues with limit syntax in romania focus tree for forced abdication which
would ignore most ideologies
- removed cost factor for taking states on democracies (which did nothing)
- trade opinion modifier from smooth talking charmer etc now works
- Fixed a problem with editing child front sizes in army group order
- Fixed a case where armies are teleporting in between provinces when there is
nowhere else to escape
- effect _is_border_war_ now also checks for field marshal and not just the
involvement of a general
- Securitate focus for romania now properly gives spirit to the nation
- Fixed a ctd related to expeditionary forces
- Fixed an issue while deploying units to overlord as subject and trying to assign
them to an order in deployment queue
- Bypassing focuses is now disabled if a mutually exclusive one is in progress
- Fixed tooltips for default has_idea trigger
- Improve relations action now uses your "compromise gentleman" modifiers as well
as target's when you try to improve relations
- Countries with no owned cores is now uses owned states for surrender level check
now (previously you had to occupy all provinces)
- Update the tooltip of taken ideas, to not display "remove idea" when irrelevant.
- Fixed country list in diplomacy window showing wrong opinion values in some cases
- Fixed some mp exploits
- Fixed white peace effect not immediately finalizing the peace conf (which was
causing glitches to ITA on "colonized africa" start)
- Fixed a case where units stucks at sea due to invalid invasions
- Portrait for MEX leader Luis maria Martinez has been fixed
- Fixed event effects with random delays that were probably intended to be delayed
by days, not by hours, by using the new random_days field.
- Fixed the effects of simultaneous event choices for one country, produced by the
same event type but from other source countries, which were previously randomly
failing to all execute, depending on the order in which the player responded to the
events.
- Refactoring pending event system to use an ID, so that removal is guaranteed to
remove the correct pending event entry.
- Fixed some cosmetic tag inconsistencies that was resulting in wrong names
- limited intervention focus now unlocks actually sending volunteers for the US
- Fixed game crashing in weird ways if a mod tries reusing an id
- Fix a bug about research bonus not being correctly saved, if the research just
started.
- Fixed an issue where the US AI set to use the alternate democratic focus while
historical focuses were set to on would break the AI completely
- Fixed scripted localized idea modifiers not showing correctly in tooltips
- Czech Security Council focus now correctly applies spirit to all faction members
- Fixed "ignite civil war decision" for single state countries. it flips the ruling
party now
- Unit controller no longer cancels combats against heavy forts if the order is
initiated by player
- Fixed research bonus not showing in some circumstances on starting tech
- Fixed removing province level constructions on puppets not properly showing up in
map
- Fixed an issue where some artillery pieces were not categorized properly in
script
- Fix a bug with the province modifiers not been correcty added to the tooltip.
- Fixed incosistent task force behavior regarding automatic reinforcement after a
save load for task forces with detached task forces
- tech sharing focuses for Chinese warlords and Japan-Germany in the Japanese tree
now properly work if player only has Waking the Tiger and no other DLC
- Italy should now start with the correct level of floatplane launcher in 1936 if
MtG is enabled
- Fix missing tooltip 'Cancel production of all deployment lines' button on Recruit
& Deploy
- Fix inconsistent amounts of oil between trade and tooltip icons
- Fixed camera rotating sidewards when research window is opened during left key is
pressed (how did they found that bug)
- Fixed holding esc breaking the gui
- Fixed SOV not getting correct research bonuses from GER in 39 start
- Fixed country colors not being reset after exiting and starting a new game
- Fix not keeping the correct selection when justifying multiple war goals on
different states
- transient and carrier air missions no longer suffer from reassignment penalty as
player can not control that.
- carrier fighters should now get a correct amount of XP gain when in carrier
battles
- planes should not do kamikaze inside carrier battles unless specifically told to
- The Dutch focus "protect the colonies" will now only bypass if the Netherlands
has none of their original colonies
- Fixed aces killed on actions not being fired
- Fixed localization getting broken after removal of duplicate entries
- Fixed being able to ignore exilatation status in some cases
- dynamic tags will now not get random names on their national spirits or if they
have cosmetic tags on anything.
- Japan will no longer suffer from the Marco Polo Bridge Incident while at peace
with China
- The Netherlands will no longer bypass protecting their colonies unless they don't
have any.
- China will no longer be able to gain independence due to the PRC inviting them
into a faction.
- Mexico will now have access to the generic changing of ideology decisions for
those who do not own Man the Guns
- It should no longer be possible for nations that aren't Mexico to have access to
Mexican-exclusive decisions.
- Fix effect swap_ideas generating a tooltip for targeted modifier when the
difference is empty
- Forced the display of the min_export modifier when it is zero and changed its
number of decimals to 0
- Fixed parsing of command line that could fail to trim spaces from recently added
command line options.
- start_save command line option fixed to allow embedded hyphens, or to be
surrounded by double quotes and potentially contain spaces.
- Civil war's will not spread to a degree on core states where they would remove
the other side completely
- Fixed volunteer armies to more consistently use their recipient country when
checking the validity of potential orders, instead of using the sending country.
- Fixed offensive order planning in the case of having multiple independent enemies
with adjacent controller areas.
- Countries should now only be able to dismantle the Maginot once
- Cleaned up some localisation for the US remaining neutral in diplomatic reponses
- Anti-Communist Sweep will now tell you what it does in the tooltip.
- MEFO bills will now be removed if Germany is at war even if they were called in
as an ally
- Colonisers should no longer have units trapped forever on islands if the player
chooses to decolonise in the game options.
- The news events "Liberation of Poland/Warsaw/London" will no longer occur if
Germany makes peace with or puppets the target countries.
- Canada should now be able to invite the USA to the North American Alliance
- Germany will no longer get the option to honour the Molotov-Ribbentrop pact if
they don't own any of Poland.
- Britain can now only appeal to Imperial loyalists if the country exists.
- UK can now bypass securing the colonies if they have no colonies
- Playing as Yugoslavia with the Yugoslavia Fragmented game rule will no longer
result in a game over
- Releasable countries should no longer have advisors named "Democratic Reformer"
"Communist Revolutionary" or "Facist Demagogue" and should now have advisors with
dynamically generated names
- Fixed issue where alert numbers for decisions would not update on new game
- Fixed some character space advancement issues in Russian and regular fonts
- Gannan has been moved into the same supply region as the rest of XSM
- US Housing focus now states it will apply to "five random states"
- British air defence focus now refers to South-East England instead of Cornwall
- Manchuko will now be able to declare war for independence whoever their overlord
happens to be
- Tooltip made less confusing for expanding the Burma road
- Rundstedt is no longer an offensive expert and is now an Urban Assault Specialist
- Chinese Warlords will no longer fight their evil clone when fighting a civil war
- Tooltip for suppressing subjects has been made less confusing
- Fixed being able to assign airwing to a region well beyond their range by
canceling the transfer to another airbase
- India and Pakistan will no longer go to war 100% of the time
- Fixed revoking the guarantee of a country involved in a defensive war allowing to
bypass the malus applied when declining the call to arms
- Fixed South American supply areas.
- Switzerland's capital is now considered Urban terrain.
- Fixed change government also selecting supervised state
- Fascists and Communists can now join and create factions at exactly 0 world
tension
- Japan now gets a truce with all Chinese countries upon losing the war in China
- Yugoslavia will no longer join a faction if they are already in a faction
- Fixed instances of adding relations to self which was resulting in ctds
- Recalculate country major status due to taking over faction leadership after
peace conference starts, so that inappropriate white peace and other peace
conference weirdness does not happen when the last major in a faction with minors
capitulates.
- Hide "amphibious" tank title in the research window if you don't have MTG.
- Fixed volunteers not being visible as the receiver if they are on provinces not
controlled by the receiver
- British dominions should now get proper country names, flags, and colours upon
starting a civilwar
- Manchukuo bandit evens will check against correct provincial buildings
- The Raj should only have its British flag if it is a puppet of Britain.
- Fixed a spelling issue in Ivan Konev's description
- Fixed naval mines indicator not being centered on the strategic region when there
are no naval mission in that region
- Fixed saving to steam cloud freezing the game
- Fixed an issue with invalid leaders traits being allowed for picking randomly
- Fixed an issue in the Romanian focus tree where the 'All Parties Must End' focus
incorrectly added a democratic drift instead of non-aligned drift.
- If pasting in whole of Tolstoy's "War and Peace" into MP chat the game will no
longer crash
- Updated Romanian focus Handle The King to give democratic support instead of non-
aligned
- Fixed stats from temp abilities like last stand not properly being save&loaded
- Fixed some resource decisions not having proper tooltips for time to remove
- Initialize default template when the first template is added (useful for
countries created by civil war)
- fixed some dynamic modifier issues
- teleport armies effect now cancel combats & movement
- Fixed naval bomber attacking own or allied units in transfer
- Fixed fallback orders not working with volunteer armies
- Fixed border war effect not creating events in some cases if it fails
- Triumph in Africa is now bypassed if Italy is at peace with Ethiopia
- Italy will now bypass Italy First if they end up in a faction with any country
other than Germany
- Owners of Man the Guns should no longer have an American Civil War unless
triggered via MtG-related content
- Croatia will only break free from Yugoslavia if Yugoslavia owns Croatia.
- Mexico can now freely change ideologies as normal for players who don’t own MtG
- Show only one 1939 Imperial Conference event instead of several.
- Don't show alert about new idea available, if the idea is not visible.
- fixed being able to nuke same province without waiting for first nuke to land
- Fixed events that timeout without any option being selected by player to auto-
select only the first allowed option, instead of selecting the literal first option
even if it is disallowed by script. If no option is allowed, then no option will
execute.

##################################
# UI & Graphics
##################################
- Show player's underlying user name in tooltip for the player's game name in the
in-game diplomacy window and chat window, just as it works in MP game lobby.
- Show player's country name in tooltip for flag icons in the in-game chat window.
- tooltips for exports now show breakdown of trade opinion factors affecting the
trade
- Deleting the last child front order in army group order no longer deletes the
army group front order
- open music player button in settings now has proper size
- Music Player now has proper spelling in tooltip/settings button
- Added tooltip explaining how minimizing works on event window
- Prevented the Paradox Account login window from popping up when entering the
multiplayer lobby when not using the Paradox matchmaking service.
- Fixed the in-game browser keyboard handling to recognize control keys such as
backspace and arrows.
- Basic armor technologies now display the corresponding armor unit to show unit
modifiers (no actual gameplay effect)
- Fixed too small boxes for total sinking counts in the naval losses/kills
statistics tab
- Map modes now can be assigned to mp mode buttons using right click
- Queuing construction now places it ahead of repairs by default.
- Change economic, trade and conscription laws interface from two colums to a
single list
- split button now disabled/enables correctly based on when you can split an
airwing (was always on before)
- its now possible to split airwings during transfer so you dont have to wait for
the cooldown
- Fixed effect descriptions in tooltips that were not reliably configured to end
with a newline (such as unlocking a national focus), so that any following effect's
description will begin on the next line instead of being jammed up against the end
of the previous effect description.
- fixed issue with overflow in certain languages in the logistics view
- Fixed the handling of --continuelastsave so that the Resume button in the new
launcher behaves correctly.
- naval alerts now also show for allies at war
- Force main menu background width to fit window width, so that the full width of
the image is visible in any resolution.
- allow clickign through decision map icon for goto-location
- Can now right click decisions topbar button to turn off notifications on all
available decisions. Also button counter no longer shows for decisions with
notifications off
- Fixed main menu background scaling to use bilinear filtering instead of point
filtering.
- Fixed the busy mouse cursor's hotspot to be in the middle of the watch face.
- Fixed missing button art for PgUp/PgDown keys
- fixed wrong sign on invasion penalty modifier
- Moved website etc button up to old position
- Shortcuts shift+Q for Decisions and shift+W for Intelligence Agency added
- Fixed some Tutorial highlight positions
- fixed issue in naval commander loc that reffered to detection chance instead of
detection speed.
- Fixed a terrible grammar issue in a tooltip
- fixed some tooltip issues with swap_ideas effect
- Event button items are disabled for 0.3 seconds
- reordered top bar fuel tooltip be more easily readable
- fixed animation issue on japanese heavy tank II
- fixed some tanks missing acclimatisation textures
- fixed some axis tank lighting issues
- Adjusted Yugoslavian Focus tree so it fits on the screen
- Fixed it so 3D jet plane models can appear
- Added ENG Meteor jet plane model
- Bicycle Battalions now use the correct icons
- fixed invalid button text for liberating paris

##################################
# AI
##################################
- Ai germany will now respect swedish neutrality more on historical setting
- Fixed AI to be less timid on front lines that the enemy has fully fortified with
no weak points, in the case when the AI's relative army strength on the front is
still high enough, or when the fortified enemy area is a pocket.
- Extended the AI front evaluation to factor in low supply and organization when
estimating the strength of divisions, so that it is better able to surround
fortified units and only strike once they are properly vulnerable.
- AI will consider unit organization when determining if a province should be
considered fortified or not, and treat it as unfortified if no unit has at least
15% organization factor. Makes Germany less hesitant to clean up the Maginot Line
after France capitulates.
- Reworked the strategy to keep UK out of France/low lands once war starts
- gave the UK strategies to give them a better economic buildup and to slowly
overtake the German air force by the mid 40s
- Italy and Germany will now stockpile a bit less early game to make sure they look
scary in case someone tries to stop them
- gave italy a slightly improved buildup
- gave uk a strategy to reduce their initial presence in Africa
- France will now never fight remilitarization of the rheinland on historical mode
- Fixed an issue where AI evaluates ally front incorrectly while deciding to attack
or not
- Ai trade law picking weights can now be tweaked from defines
- ai trade law selection now also considers the modifier benefits, and no longer
gives benefits to getting more resources than it needs
- AI no longer creates duplicate support companies in its templates
- Fixed ai picking invalid ideas
- Stopped a case where many trade laws could end up with similar scores and AI
stuck in a loop swapping between them
- added new ai strategy to get USA to keep its convoy amounts up higher past 1940
- Added a bunch of ai strategies that can modify how ai assign units or execute
orders
- Force_defend_ally_borders & force_defend_ally_borders can target ai egions now
- USA will buffer units at England and Africa to use nearby fronts in Europe
- French and Italian AI should now prioritize modern destroyers slightly more if at
war with a submarine-using nation
- Britain should now be protective rather than friendly vs Poland which should lead
to more reliable guarantees vs improving relations
- increased the minimum target for AI training in wartime of units
- increased AI equipment stockpiling from a target of 25% to 40%/30% depending on
garrison or not
- AI will now anticipate less need for on-map garrisons on nations that it fights
but havent capitulated yet
- tweaked france defending strategies for allies
- AI now remembers the focuses and decisions it/enemies took while deciding who it
should consider as enemy
- stopped germany from spending equipment on lend lease to china before the war
kicks off for real
- delayed allied invasion strategies vs GER/ITA depending on how barbarossa goes
(should shift a year perhaps)
- Germany should now be less happy about sending volunteers to china
- Germany now less interested in helpign italy push into france
- increased german artillery production strategy from 70->90
- fixed a case where ai air production strategies overlapped leading to larger than
planned value
- Made UK and USA prioritize invasion tech when at war with germany, and even more
once soviet is at war with germany
- Fixed an issue where AI was looking at wrong invasion techs depending on if you
had MTG or not for when to ramp up its invasions
- increased allied ai scoring for invasion techs in some cases
- nations who really hate others are now capable of justifying war even if non-
fascist
- Britain should no longer decide that Czechoslovakia is unworthy of protecting
while they're already at war with Germany
- Democratic German AI will no longer try to demand Danzig for guaruntees
- Allowed AI to re-evaluate more frequently sending volunteers if the DA has been
accepted instead of after 4~8 months
- fix for ai strategy to stop germany from lend leasing equipment it neads to beat
the bolsheviks
- FRA now expects GER as an enemy as well if it is going to war with ITA
- fixed ai not assigning planes if fuel is free
- AI now checks the units that will attack non fortified areas before deciding to
use its special weak rush attack
- Fixed AI war goal generation evaluation to always take into account
Befriend/Antagonize and Protect scores
- AI GER now is forced to attack maginot line after FRA falls to mop up
- AI USA is now properly capable to declare war on Vichy and fixed some issues in
the code that checks if ai is ready for declaration that far away
- Democratic Germany's AI no longer attempts to do its focuses in the wrong order
or try to do Kaiser-related focuses
- Japan will no longer go to war with the PRC immediately after losing against
China
- ai will now be careful with early invasions vs vichy just like with germany

##################################
# Database
##################################
- Lowered infrastructure on Attu island
- moved various Tungsten deposits in India to Burma. Total amount of Tungsten
remains the same; all tungsten moved remains under RAJ control at game start.
- Added Western France, Northwestern Iberia, and Southern Iberia strategic (air)
zones, splitting up the existing zones more for improved air combat gameplay.
Remaining Iberian Region airzone was renamed to Northeastern Iberia.
- Salchak Toka of Tannu Tuva now has a unique portrait
- Victor Emmanuel now starts out as the unaligned leader of Italy
- removed some unused restrictions on German ship names
- South Sakhalin is now considered a core of Japan
- Attu island will now correctly become a core if the US grants Alaska statehood.
Paradox apologizes to all current inhabitants of Attu island for this oversight.
- added a number of female names to name generator for a number of major countries
- fixed a missing unit in the Dutch 1939 starting OoB (a change with far-reaching
consequences for balance, no doubt)
- Hermann Goring will now use the correct portrait
- William Dudley Pelley now uses his unique portrait when leading the CSA
- Slovenia, Montenegro, and Bosnia will no longer be democratic with no elections
- Cambodia's capital will no longer be in Vietnam
- Ataturk's removal as marshal no longer tied to a set date and instead to
Ataturk's survival as country leader
- added 2 MIL, 2 NAV to French startup position
- Updated German, Brazilian Portuguese, and Spanish equipment localization names
regarding the word 'Type'
- Fixed typo in China national Spirit "Incompetent Officers"
- fixed some unit stack positions
- Fixed Yugoslavian ships having Argentinian names for non MTG players
- Italy can now do Pact of Steel without being Fascist. Luis Maria Martez is now
using his unique portrait.

##################################
# Modding
##################################
- Added the send_equipment_fraction effect
- Added the effect send_unit_fraction behaving much like the start_civil_war effect
but with much less politics and blood
- Added the ability to hide some modifier enclosed in a hidden_modifier block while
allowing to put a nicer description in a localized string specified by
custom_modifier_tooltip
- Fixed the tooltip generated for ideas not picking up the localization key Name +
'_instant_desc'
"- Changed add_resource effect to work with variables
- Added destroy_resource effect to temporarly/permanently destroy resources on a
state"
- Added state_resource_steel & temporary_state_resource_steel (and other
resources) state modifiers
- Added non_damaged_building_level trigger
- add_resource now can temporarily add or remove resources
- add_dynamic_modifier now updates the duration if modifier already exists
- Added legitimacy_gain_factor modifier, that applies to legitimacy change as a
factor
- swap_idea effect now allows you to modify the duration of previous idea
- add_building_construction, set_building_level now accepts stuff like
limit_to_victory_point > 5 / limit_to_victory_point < 10 along with
limit_to_victory_point = yes (which checks if vp > 0) and can be used to apply the
effect only provinces within certain VP threshold
- Added is_debug trigger that will return true if debug mode is on (game is
launched with -debug flag)
- Added a bunch of triggers for checking resistance & compliance variables &
modifiers
- Added effects for adding resistance/compliance and initing/cancelling resistance
- Occupied can be used to access occupied (Resistance) country of a state
- Added variables to access core compliance/resistance
- Add a warning if there is multiple 'limit' in a trigger/effect.
- add the modifiers navy_leader_start_level, navy_leader_start_attack_level,
navy_leader_start_defense_level, navy_leader_start_maneuvering_level,
navy_leader_start_coordination_level to match the sames for army_leader.
- Add effects add_days_remove and add_days_mission_timeout for decisions
- Fixed sending diplo actions with scripted guis not setting expiration date
correctly
- Added modifiers intel_network_gain and intel_network_gain_factor
- Dynamic variables that are added to state now shows up in gui if has a gfx entry
- Added random_occupied_country every_occupied_country effects
- Added any_occupied_country all_occupied_country country triggers
- Added occupied_countries as a country array to country scope
- should_initiate_resistance scripted trigger will be checked to decide if
resistance should be inited or not
- Added teleport_armies, which can teleport armies in one state to another
- Add controls_province trigger
- Added set_state_province_controller effect which partially flips controller of
some provinces under a state
- Added is_friend trigger
- Added create_dynamic_country effect
- Added trigger operative_leader_mission
- Added unitleader variable own_capure_chance_factor: the sum of modifiers applied
to the chance of this operative to be captured
- Added unitleader variable own_forced_into_hiding_time_factor: the sum of
modifiers applied to the time this operative is infliceted the status forced into
hiding
- Added unitleader variable own_harmed_time_factor: the sum of modifiers applied to
the time this operative is infliceted the status harmed
- Added unitleader variable own_intel_extraction_rate: the sum of modifiers applied
to rate of extraction of intel from this operative by an enemy country
- Added on_action on_operative_on_mission_spotted: triggered when an operative has
been spotted while on an offensive mission. Should decide what happens to the
operative
- The effect remove_unit_leader now supports the scope of an unit leader in which
case it behaves like a bool effect where the boolean is ignored
- Added the effect randomize_{,temp_}variable which assign a random number to a
variable with various parameters to specify the range and the distribution to use
- Change divide_temp_variable effect not to crash on division by zero and return
the value specified by the parameter `if_zero` which default to zero.
- Added effects harm_operative_leader and force_operative_leader_into_hiding
- Add state_production_speed_buildings_factor modifier (that can be added to a
state with add_state_modifier)
- Add state_resources_factor modifier (that can be added to a state with
add_state_modifier)
- Random lists now supports variables as factor & add values
- Added "\common\modifier_definitions" entries to declare new modifiers which can
be access by scripts
- Added delete_units effect
- delete_unit_template_and_units can also refund equipment/manpower
- Added following effects & triggers: // any_country_with_original_tag //
all_country_with_original_tag // random_country_with_original_tag //
every_country_with_original_tag
- original_tag can now be accessed as a game variable
- Fixed create_equipment_variant not setting modules in correctly in some cases
- Fixed tooltips of add_days_remove effect & days can take variables now
- create_unit now allows spawning multiple units, spawning units at ally or enemy
controlled provinces and has a scoring system for controller
- Added console command "save <filename>" to save game directly from console
- Added static modifiers intel_network_state_level_bonus and
intel_network_state_level_penalty
- The planning_speed modifier can now be applied to a state. Only the adjacent
state (for fronts) or the targeted states (for invasion and paradrops) are taken
into account.
- Modifiers max_dig_in and max_dig_in_factor can now be applied to a state
- Modifiers amphibious_invasion_defense and naval_invasion_penalty can now be
applied to a state
- Added add_resistance_target & remove_resistance_target effects
- Added random_hours and random_days fields to country_, state_, news_, and
unit_leader_event effects to clarify how much random time is being added to the
effect. The random field, which is equivalent to random_hours when assigned a
numeric value, is preserved for backwards compatibility.
- Added decryption_ratio_trigger
- on_capitulation will now always fire. It was previously not firing if a war ended
with the capitulation of a single country and would previously go straight to peace
conference
- Added is_cryptology_department_active is_decrypting is_fully_decrypted
is_active_decryption_bonuses_enabled triggers
- Added a reservation mechanic for dynamic tags using reserve_dynamic_country
effect
- Added add_decryption effect
- Added on_fully_decrypted_cipher & on_activated_active_decryption_bonuses on
actions
- Added trigger compare_intel_with
- Added effect add_intel
- Added decrypt_target strategy
- Added a database that can score countries which can be accessed with scripts &
effects using get_highest_scored_country & get_sorted_scored_countries effects &
triggers
- Mutually exclusive focuses now gives warning if the other focus is not mutually
exclusive
- Added has_collaboration trigger and add/set_collaboration effect
- Add a new on_action, on_send_volunteers
- Add a new ai_strategy, send_lend_lease_desire.
- Added "delivered" support for state resources trigger
- Added crypto enable strategy
- Add AI strategies intelligence_agency_usable_factories,
intelligence_agency_branch_desire and intelligence_agency_upgrade_desire (examples
in ai_strategy/default.txt)
- Added activate_invasions front_unit_request invasion_unit_request strategies
- Added support in focus_tree database for custom initial window position via the
member initial_show_position
- Add is_spymaster trigger
- effect & trigger console commands now autocompletes and can take arguments
- log effect & trigger now will log stuff to console if console is open
- Added strategies for accepting/requesting diplo actions
- Can now mod game speeds under NGame::GAME_SPEED_SECONDS
- has_game_rule now safety checks for non existing rules
- Added debug logs for peace ai
- Improved/added add_ideas/remove_ideas console commands
- In debug mode control alt click on a decision/national focus/idea/spirit will now
open the text file for the object
- Added targeted state decisions
- Added ctrl alt click for techs & events as well
- Added capital country variable
- Improved the logging of duplicate UI object names in gui files.
- icons for decisions are now dynamics, and can be changed by a trigger as icon = {
key = name, trigger = {} }
- Added highlight_color_before_active and _while_active attributes to decisions,
which indicate which custom color highlight from graphics defines to always show on
the map for the relevant provinces, while the decision is in the corresponding
state.
- Moved the BORDER_COLOR_CUSTOM_HIGHLIGHT_* into the larger
BORDER_COLOR_CUSTOM_HIGHLIGHTS array that can support multiple colors, currently
accessible only from decisions.
- Add create_ship effect
- Its now possible to mod which subtech icon to use by setting sub_tech_index on
the tech
- Changed the capital attribute of the start_civil_war effect into scriptable
variable, not just a raw state ID.
- Fixed the capital attribute of the start_civil_war effect to not get overridden
and ignored if the list of states is also specified.
- You can specify a country tag before effect/trigger name in effect/trigger
console commands to set scope now
- its now possible to scrip if a battalion or support company affects overall speed
or not
- Added trigger intel_level_over allowing to compare the absolute intel level a
country has over another
- Add set_faction_spymaster effect
- Added effect mark_focus_tree_layout_dirty to force the UI to rebuild the focus
tree of the scoped country
- Added any_controlled_state and all_controlled_state trigger
- Added random_controlled_state effect
- Added support for 'prioritize' list for random_state effect like for other
similar random_x_state effects
- Fixed set_political_power effect to properly set PP directly, instead of its old
behavior of functioning just like add_political_power.
- Changed default behavior of repeatable decision with random effects so that they
re-roll the random sequence each time the decision is repeated. Previous default
was to produce the same result every time within a single game session, but content
designers rarely expect or want this behavior. Explicitly specify
fixed_random_seed = yes in a decision to opt in to this same-every-time behavior.
- Fixed adding new events breaking fire_only_once for old saves
- Add garrison_manpower_need trigger, to check how much manpower we need for our
current garrisons.
- Added command line argument '-dump_script_doc' that generates a JSON file
containing the script documentation
- console command 'trigger_docs' can now generate the documentation in a JSON
format if given the argument 'json'
- Unit leaders can now be stored as variable and can be used in scripted guis
- Added army_leaders navy_leaders operators variables for country
- Added on_remove for ideas
- Added tooltip for selectable trigger
- Added tooltip for selectable trigger of scripted diplo actions
- Following triggers can have tooltip="loc" to override its default localization:
every_country every_other_country every_state every_owned_state
every_controlled_state every_neighbor_state every_unit_leader every_navy_leader
global_every_army_leader every_operative
- Added tooltip=key option for many all_X any_X triggers
- Added tooltip support for all_of_scopes & any_of_scopes trigger
- Added modifiers impacting the chances of detecting an operative on mission:
own_operative_detection_chance, own_operative_detection_chance_factor,
enemy_operative_detection_chance, enemy_operative_detection_chance_factor
- transfer_ship target entry now accepts variable
- added highest_party_ideology and highest_party_popularity variables both with
@exclude_ruling_party support
- Added effect operative_leader_event
- set_technology effect now has popup = no to disable pop up
- Add agency_upgrade_number trigger
- Added support for disabled_ideas modifier that can be used for disabling law &
minister assignments
- Add new modifier max_surrender_limit_offset that controls the maximum surrender
progress of a nation
- Added cancel_effect for decisions
- Added effect gain_xp that can be used in an unit leader scope
- Added is_diplomatic_action_valid_DIPLO_TOKEN trigger support for diplo actions
to disable diplomatic actions
- Fixed some triggers not producing correct tooltip under NOT = {}
- Added weight support for reading unit leader names
- Allow traits to specify multiple eligible unit leader types
- Added support for storing equipment types in tokens
- Equipment types can be stored in variables now and effects & triggers that can
take equipment types can take variables
- Effects that reads database objects as variables now needs to be explicitly use
var:var_name (example set_temp_variable = { t = token:fascism } has_government =
var:t)
- Added trigger num_of_operatives num_operative_slots and num_free_operative_slots
- setowner/setcontroller console commands now works with state selection as well
- Subjects can now have more general fallback names like COUNTRY_<autonomy level>
and COUNTRY_<OVERLORD_TAG>_<autonomy level>, also a NONIDEOLOGY value is available
for accessing a non-political country name like Germany rather than German Reich.
- Added front_control ai strategy for forcing ai to attack/not attack or changing
execution types for specific fronts
- Game now logs the last read line from saves/script files on crash which can be
used for debugging crashes during loading saves or at startup
- Last executed script will also be logged on crash reports now
- Crash log data is now only logged if the game launched with -crash_data_log (to
not reduce performance of -debug performance)
- Add trigger foreign_manpower
- Add country_lock_all_division_template effect.
- unlock_decision_category_tooltip effect now does deferred loading to avoid load
order issues in certain places
- Added effect add_nationlity for operative
- Added days_since_capitulated trigger.
- Added on_paradrop & on_naval_invasion onactions
- Added on_ruling_party_change onaction
- Added trigger has_nationality for operatives
- Changed triggers all_operatives and any_operatives to work with an Operation
scope
- Changed effects random_operative and every_operative to work with an Operation
scope
- Added on_action on_operation_completed executed when an operation finishes before
the outcome effect is executed and the operative detection chance is rolled
- Added support for scripted localization of operation. E.g. GetName is replaced
the operation name.
- Added effect recall_volunteers_from = TAG
- New effect set_garrison_strength to set a states garrison strength
- Added support for multiple on_map_area on decision categories
- Added effect turn_operative to move an operative from one country to another
while making it appear as dead to the country of origin
- Added conscription_ratio target_conscription_amount current_conscription_amount
triggers
- Add new country rule can_boost_own_ideology
- Decision categories now can be displayed regardless of decisions by setting
visibility_type to one of map_only decision_view_only map_and_decisions_view and
always
- context_type = diplomacy_target_context can be set to make a scripted window
always target the country that is selected in diplomacy
- Added country_is_at_peace & country_is_at_war static modifiers
- Added on_weekly on_weekly_TAG on_monthly on_monthly_TAG actions
- Added trigger network_national_coverage to test for Intel Network National
Coverage
- added error logging for invalid prov stack positions
- Focus tree window now keeps its position on reload
- Improved logging of national focus errors to indicate file and line number.
- Added female = yes support for country leaders and added is_female trigger which
can be used for unit leader/country leaders/aces
- Add 'kill_ideology_leader' and 'retire_ideology_leader' effects to kill or retire
an ideology leader.
- Added %% support to localization, which will print a percentage without
multiplying it 100
- added history log viewer tool to game
- added is_operation_type trigger
- operation can be accessed from operative using operation = {}
- log effect now logs to console (if visible) and to history logger (if enabled)
- focus.autocomplete now only works for player
- added background textures for leaders & operatives under game/tools/art

##################################
# Stability & Performance
##################################
- Parallelized daily updates of AI country threat assessments of other countries.
- Parallelized daily computation of country relation status border friction.
- Parallelized daily updates of country and logistics history entries.
- Parallelized the checksum computation for countries during the hourly out-of-sync
checks.
- Skip all out-of-sync checks for standard single player games.
- Prevented a crash if a script tries to make a non-existing country declare war on
another country.
- Prevented a crash when a country that had been part of a faction and would
normally go into exile under their faction leader is instead forcibly annexed by
the on_capitulation script.
- Updated crash reporter to detect and report crashes on all threads, not just the
main thread.
- Guaranteed that countries liberated during a peace conference will be given a
capital state.
- Fixed sporadic crash when editing defines while in debug mode
- Fixed CTD when exiting the game while expeditionary forces are engaged in combat
from a naval invasion
- Avoid hard crash when calculating threat of country that is missing a capital,
reporting an error instead.
- Removed exile donation modifier from save file which could cause out of syncs, in
favor of recalculating it on loading a game save.
- Fix to avoid using data within the supply system after it has been deallocated.
- Deferred looking up unit leader trait in database in triggers and effects so that
database load order causes fewer problems for other scripted objects that need to
use these triggers and effects.
- Fixed cross-platform out-of-sync when calculating front line shape.
- Optimized calculation of convoys passing through naval mission regions used in a
variety of places, but especially during the hourly tick assignment of division by
the AI.
- Fixed CTD when going back to the main menu after hosting a game but not starting
it
- Fixed a ctd related to carriers in naval combat
- Fixed a ctd with deleting division templates
- Fixed Steam API shutdown for Linux host that was causing the program to hang on
exit
- Fixed Mersenne Twister implementation to produce exactly the same pseudorandom
sequence as reference implementation.
- Changed music to stream directly from file instead of loading the entire song
into memory first.
- fixed a ctd in ai fleet assignments
- Fixed a ctd that can happen when exiting from mp lobby using esc key
- Fixed CTD when AI evaluates sending volunteers to a country that has an enemy on
the verge of capitulating
- Fixed CTD caused by deleting units from effect running right after a combat ended
- Added safety checks on nations without capitals (random ai ctd fix)

################################################################
######## Hotfix 1.8.2 "Fork" ########
################################################################

##################################
# Bugfix
##################################
- Fixed a potential security issue.

################################################################
######## Hotfix 1.8.1 "Fork" ########
################################################################

##################################
# Bugfix
##################################
- Prevented the Paradox Account login window from popping up when entering the
multiplayer lobby when not using the Paradox matchmaking service.
- Fixed refresh rate settings from launcher so that they are applied.
- Changed default display mode in new launcher to borderless fullscreen from
exclusive fullscreen when launched for the first time, to restore behavior from the
previous launcher.
################################################################
######## Update 1.8.0 "Fork" ########
################################################################

##################################
# Feature & General
##################################
- Added new Launcher
- Added "/mute <user name>" and "/unmute <user name>" chat commands

##################################
# Balance
##################################
- Reduced number of destroyers needed to cover convoy routes from 1 destroyer per 5
convoys to 1 destroyer per 10 convoys
- Convoys can no longer detect convoys as that just drags down the average
detection when escorted
- The amount of convoys in a sub battle is now based on the length of the route, so
longer = fewer in a battle
- Reduced total possible torpedo reveal chance reduction to 60% from 70% by
reducing wolfpack by 5% and commander trait by 5%
- Slightly reduced sub reveal chance when firing torpedos to account for convoys no
longer contributing to detection averages
- Slightly reduced passive sub reveal chance in combat to account for convoys no
longer contributing to detection averages
- Added 2 sub detection to radar 4 to make t4 subs not so hard to detect when
matched up against modern destroyers
- Aluminium Company of Canada focus now gets an additional 14 Aluminium
- upgraded t4 radar to have sub detection from 10 to 14
- upgraded t3 radar to have sub detection from 5 to 6
- increased IC cost for t3 sub hull from 270 to 320
- increased IC cost for t4 sub hull from 300 to 450
- increased IC cost for cruiser sub hull from 370 to 390
- increased number of convoys covered by each destroyer on escort from 10 to 12
- Lowered t3 and t4 submarine torpedo damage from 23 to 22 and 30 to 28
respectively
- slightly increased the speed penalty on depth charges

##################################
# Bugfix
##################################
- Fixed a civil war revolter not getting correct focus tree
- Fixed escaping or sunk convoys from inadvertently affecting damage calculations
for the remaining convoys.
- Fixed Diminishing Returns now applying to party popularity changes.
- Fixed lend-lease sender having its convoy sunk instead of the receiver in naval
combats
- Prevented subjects from giving units to their overlord as part of a request for
expeditionary forces if those units are volunteers or expeditionaries from another
country.

##################################
# UI & Database
##################################
- The open music player button in settings now has proper size
- Music Player now has proper spelling in tooltip/settings button
- Fixes for Japanese various names (ships, divisions etc).
- Fixed full name for Canadian general Percival John Montague.

##################################
# Modding
##################################
- Added define to allow scaling of ship part of sub detection inside combats
- Enabled some console commands that had previously been developer-only but which
did not really need to be locked.
- add_mines
- release (country)
- debug (toggle miscellaneous in-game debug utilities)
- debug_smooth (toggle within-game-tick frame rendering)
- instant_prepare (division preparation)
- reload_textures
- tag_color (set country color)

##################################
# Stability & Performance
##################################
- Fixed a crash when removing certain unit leader traits.
- Added checks to prevent CTD in cases where AI had sent invalid expeditionary
forces
- Optimized game rule checks by finding the game rule in the game rule database
more efficiently.
- Prevented a crash if a script tries to make a non-existing country declare war on
another country.
- Fixed CTD on invalid set_politics usage by failing to set ruling_party, made it
write an error instead.
- Fixed pointer truncation in 64bits in ProtectedMemoryAllocate
- Fixed crash reporter to correctly indicate if the program is built for a 64-bit
architecture.
- Fixed a CTD related to expeditionary forces
- Fixed game crashing in weird ways if a mod tries reusing an id

################################################################
######## Patch 1.7.1 "Hydra" ########
################################################################

##################################
# Bugfix
##################################
- When resyncing, a player's observer status and observed nation are maintained,
and hotjoin will honor the observer selection from the lobby.
- Gave all 1936 ship hulls a tier 2 engine as default.

##################################
# Stability & Performance
##################################
- Fixed a rare CTD when going back to main menu from within a game.
- Fixed a CTD related to carriers in combat.
- Fixed an out-of-sync caused by volunteer division moving over water when the
recipient country barely has enough convoys free for the transfer.
##################################
# Balance
##################################
- Lowered scaling of defense stat to 2.5% per level from 5%
- Reduced org loss when moving from offensive doctrine field marshal trait
- Increased planning speed bonus from fast planner field marshal trait to 25% from
10%
- Added breakthrough modifier to aggressive assaulter field marshal trait
- Reduced attack bonuses in cavalry leader trait from 15% to 10%
- Reduced infantry defense bonus from infantry leader trait from 15% to 10%
- Reduced terrain penalty reduction from adaptable trait from 50% to 30%
- Increased acclimatization to cold factor in winter expert trait from 20% to 40%
- Reduced attack bonus on rivers from engineer trait from 10% to 5%
- Reduced defense bonus of panzer expert trait from 15% to 10%
- Reduced cavalry defense bonus to 10% from 15% and removed attack bonus in cavalry
expert trait
- Reduced attack bonus vs forts to 15% from 20% in fortress buster trait
- Reduced infantry attack bonus from 15% to 10% in infantry expert trait
- Reduced entrenchment bonus from 10 to 5 in the ambusher trait
- Reduced supply consumption marshal trait from 20% to 15%
- Reduced out of supply factor on commando trait from 50% to 25%
- Increased dig in speed from guerrilla fighter trait from 25% to 50%
- Fixed the naval module speed penalties for depth charges, aircraft launcher, and
mine sweeper which were 10 times larger than intended.
- Increased AI weights for UK building convoys
- Increased starting convoys for USA from 400 to 500

################################################################
######## Patch 1.7 "Hydra" ########
################################################################

##################################
# Feature & Important
##################################
- Game is now 64-bit
- Frontlines have been reworked to where army fronts link together under army
groups and playing army group only has more UI support to reduce clutter.

##################################
# Bugfix
##################################
- Withdraw from Contested Territories now is available to be taken if any contested
territory is still held by Britain, and takes into account the possibility of
having traded Newfoundland to the USA for destroyers.
- Fixed the En Route penalty for admirals that are unassigned before being re-
assigned.
- disabled an event that merges two countries together with same original tag &
ideology if either of them are puppet
- Admiral combat XP no longer limited if more than 24 ships in fleet
- execute orders button now executes only move order of ag front (Not attached
fronts) for ag groups
- Fixed task force fulfillment getting out of sync on save load
- You are no longer able to draw spearheads/offensive lines without a proper
frontline.
- You should no longer be unable to remove ship modules
- You are no longer able to draw offensive lines from a garrison order.
- Fixed convoy distribution issues on naval supply paths
- Initialized ships with zero manpower so that they consume country manpower
correctly when production completes.
- Block exploiting researching of tech if mutually exclusive tech has already been
researched.
- Fixed ship production to correctly set manpower and subtract that from the
country manpower pool when a ship is completed.
- Adjusted the requirements for the Treading the Narrow Path achievement to now
only check for control of the Holland, Friesland, and Brabant states (rather than
any Dutch core state).
- Operation Fork and Invade Ireland decisions are no longer repeatable.
- Italian Spanish-Italian Alliance and Befriend Portugal focuses now require being
in a faction and correctly invite Spain and/or Portugal into Italy's faction,
rather than try to join theirs.
- Fixed add/remove core effects adding dynamic tags as cores
- Fixed an issue where very large fleets of submarines got negative range and
couldnt be assigned to missions
- Properly transfer faction leadership now for players without Man the Guns, when a
faction member is removed from the faction
- Properly transfer faction leadership to the annexing country if they are part of
the same faction
- Fixed an issue where China could not integrate the warlords
- Tech sharing now unlocked in DoD as well as intended with it using the feature in
its focus trees
- Strategy to have Axis minors avoid factions with Japan had a chance of updating
too late. Nations should now beware of Japan as long as fascism is high enough to
give it time to activate.

##################################
# Balance
##################################

#Convoy Raiding and Sub Balance


- Submarines now get to fire while retreating
- Heavily reduced the chance of sub reveal on torpedo firing
- Added carrier sub detection increase of 25% to escort carriers doctrine research
- Added carrier sub detection increase of 25% and improved sub detection of
destroyers and cruisers by 5% each in integrated convoy defense doctrine research
- Gave carriers sub detection of 5
- Reduced sub surface detection in wolf packs doctrine from 15% to 10%
- Increased sub detection of ship radar 3 from 4 to 5
- Increased sub detection of ship radar 4 from 8 to 10
- Increased sub detection of ship sonar 2 from 6.5 to 7
- Increased the number of regions convoy defense TFs can cover to 5 base
- We now count convoy presence in each region rather than by individual route for
mission escorting efficiency
- Updated passive sub reveal chance per combat tick to have a generally higher
chance of revealing subs
- Added increasing passive sub detection in combat by a power of a scripted value
in order to make large differences in detection and visibility more pronounced
- Increased hit profile of torpedoes to 145, reducing their accuracy
- Increased visibility of convoys from 10 to 14
- Lowered sub hidden escape speed from 0.25 to 0.18
- Added an increase to sub visibility as part of the positioning penalty in naval
combat
- Lowered depth charges hit chance mult from 1.8 to 1.1
- Lowered hit profile for depth charges from 120.0 to 100.0
- Increased hide time on subs from 12 to 16
- Increased sub base reveal chance from 0.4 to 0.5
- Increased visibility of t4 sub from 10.0 to 12.0
- Reduced diceroll chance, based upon spotting stats, to find trade convoys at sea

#Ship Module Balance - A general initiative to remove inconsistencies and give


better balance to modules
- Halved reliability penalties of fire control modules
- Lessened speed reduction debuffs from ship AA modules
- Light battery 1 added speed reduction of 1.0%
- Light battery 2 added speed reduction of 1.0%
- Light battery 3 added speed reduction of 1.0%
- Light battery 4 added speed reduction of 1.0%
- Light battery DP added speed reduction of 2.0%
- Light-Medium Battery changed speed reduction to 3.0%
- Light-Medium Battery changed speed reduction to 4.0%
- Light-Medium Battery changed speed reduction to 4.0%
- Light-Medium Battery changed speed reduction to 5.0%
- Medium Battery 1 changed speed reduction to 4.0%
- Medium Battery 1 changed speed reduction to 6.0%
- Medium Battery 1 changed speed reduction to 7.0%
- Medium Battery 1 changed speed reduction to 8.0%
- Heavy battery 1 added speed reduction of 5.0%
- Heavy battery 2 changed speed reduction to 8.0%
- Heavy battery 3 changed speed reduction to 9.0%
- Heavy battery 4 changed speed reduction to 10%
- Secondaries 1 added speed reduction of 2.0%
- Secondaries 2 added speed reduction of 2.0%
- DP Secondaries added speed reduction of 3.0%
- Added speed reduction to all ship torpedo modules of 1.0%
- Changed speed reduction of all AA modules to 1.0%
- Added speed reduction to mine sweepers of 2.0%
- Added speed reduction to mine layers of 2.0%
- Increased light ship engine 1 speed by 0.01
- Increased light ship engine 2, 3 and 4 speed by 0.02
- Increased heavy ship engine 1 speed to 7

#Less Bloody Naval Combat


- Lowered naval damage scaling from 1.0 to 0.6
- Lowered naval org damage scaling from 1.6 to 1.0
- Lowered base escape speed for all ships from 0.65 to 0.45
- Increased speed based escape speed from ships to 0.95 from 0.75
- Removed focus targeting from fleeing ships

#General Naval Balance


- Carriers, capital ships and subs now get to fire before screen ships at different
intervals of the start of battles (carriers get the most) to model their better
weapon projection
- Gave fleet in being doctrine some extra surface detection to destroyers and light
cruisers
- Improved sortie efficiency from floating airfield doctrine research from 10% to
20%
- Damaged convoys now add up at the end of combat and diceroll if they die to make
convoy raiding/air attacks less binary
- Ship anti air kills now diceroll when calculating kills rather always killing
something which works badly with convoys with their numerous, yet low damage.
- Added a balance factor to make actual unit transfers more resilient to 1-tick
naval strikes
- Tweaked hit chance for ship AA to be more resonable for small damage numbers
- Reduced detection values for spotting unit transfers to avoid long naval
transfers getting extremely slowed down too easily by the enemy.

#Other Balance
- Increased army fuel cost mult from 0.4 to 0.5
- Increased air fuel cost mult from 0.32 to 0.35
- Decreased xp from air to air and air to ground combat
- Reduced air defence of strat bombers at all tiers
- Government in exile will now always get few convoys when exile start
- Manchukuo now correctly gains benefits from buffing Japan in the custom game
difficulty settings
- Fixed exploit letting you gain mission efficiency while training

##################################
# UI
##################################
- Text edit boxes fixed to not lose focus at inappropriate moments, including the
console window when tag switching.
- Splitting a task force now replicates the mission
- Takao Gato should now have the correct portrait with DoD disabled
- Fixed erroneous localisation in Yugoslav request for airplanes sale event.
- fixed a decision displaying an empty string for a hidden event
- We now filter out convoy attacks that do not kill convoys, and nothing else is
damaged from becoming naval battle reports
- Improved feedback in naval mines tooltip
- fixed issues with tooltips for equipment variants with no parents
- We now display the correct number of decision possible to take in a tooltip
(issue with costs)
- Cleaned up tooltip of technology bonus
- Tooltip corrections on production window
- Fixed various issues in naval tooltips
- Fixed several texts for ship refitting
- Naval regions are now correctly deselected when you open the construction view,
even from the alert bar.
- Display IC of armor module for ships in the tooltip
- Fixed wrong information about design company in tooltip of ship hull
- We now close transfer ships window when the original task force is deselected.
- Always hide tech change confirmation box when closing research window.
- When selecting units that are all grouped under the same army group color it will
now also select the AG to make working with divisions easier
- The button pause in top bar will be correctly updated if the player opens game
menu during a peace conference.
- Made the tooltip on sea zone if a fleet is selected or a taskforce is selected
more consistent.
- Increased amount of selected mapicons that are allowed to be shown expanded to
work better with new fronts
- fixed army groups being left selected when you create a new group when only some
units are selected
- fixed a case where order delete mode is wrongfully being cancelled if your
current selection has no orders
- you can assign new deployments to army groups orders now
- Fuel returns to UI list for other countries after lend-lease requesting from a
country

##################################
# AI
##################################
- Netherlands AI will now prioritize taking "Cave with X" focuses, if the target
country is a player and has successfully raised their Trade Influence high enough
to enable the NL to take it.
- ai will care more about non-capital areas if its capital is safe
- Ai invasion scoring now looks at particular invasion point or best score for
areas within controller area of target rather than... first province
- US Ai should no longer pick ideology advisors in historical mode
- Told AI not to blow up the Suez Canal if there are no enemy troops nearby
- improved ai GER & ITA strategy against SOV that shares the borders
- Made AI creates the order groups at the same time it creates the army within to
help reduce shuffling of divisions along the frontline
- Fixed lingering numeric overflow in AI equipment calculation during
multiplication of large numbers.
- fixed ai reordering its army groups when the front flips
- fixed unit shuffling when units are assigned to a front that only borders a lake
- Improved AI acceptance of fuel lend lease for GiE.
- Soviet AI should new try to manage its defense priority strategy better
- France will now never fight remilitarization of the Rhineland on historical mode
- Ensured AI will not unintentionally end up in ideological civil wars due to
political events fired at high ideology support.

##################################
# Modding
##################################
- gfx files are reloadable now (!!!!!!)
- added some temp variables for peace conf triggers
- added global.majors & global.countries game variable arrays
- fixed attack_level & defense_level triggers not working
- New on_action: assume_faction_leadership
- Added on_war and on_peace on_actions being called when starting or ending any war
relation
- new effect: set_popularities
- Portrait pools are now appended for countries instead of replaced
- is_core_of now always checks original tags
- Updated the is_exiled_leader_from trigger to allow the same basic scope targets
as has_attache_from.
- In debug mode the detailed side panels of naval battles will show a very rough
cost comparison of losses
- Fixed some scope issues with meta_trigger and for_each_scope trigger/effects
- Fixed scripted UI AIs being disabled

##################################
# Database
##################################
- tweaked Italian name list for ships
- Fixed an issue where Imperial Germany could not give names to its submarines
- fixed some inconsistencies in ship naming in the non-MtG 1936 Italy naval OoB
- enabled Chinese naming lists for ships for all Chinese factions
- cleaned up some scripts in New Zealand

##################################
# Stability & Performance
##################################
- Updated the automatic crash reporter
- Improved performance of a number of scripted triggers based on the work of Antoni
Baum (Yard1)
- Stopped triggering the OS at game start about the game not responding to user
inputs
- CTD fix when triyng to puppet a nation that is at war
- Circular Reference CTD for relative_position_id in national focus fixed
- You can now scuttle a carrier without crashing the game
- Fixed crashes with meta_trigger and meta_effect when they were created in
multiple threads simultaneously.

################################################################
######## Patch 1.6.2 "Ironclad" ########
################################################################

##################################
# Feature
##################################
- Convoy and mine missions will work with islands of regions now. The fleet will be
distributed in between disconnected groups of regions and each task force will be
only able to do missions within the connected regions to which it is assigned.
- Added an explanatory event to the naval treaty system that informs countries not
at war that they are no longer bound by the Naval Treaty if two other majors are at
war.
- Changed how naval supremacy is being calculated. Now it depends on the size of
the ships in the task force, and how effective it is on a region. A fleet that is
assigned more regions than it can handle will get lower supremacies. Mission type
also affects supremacy of a fleet.

##################################
# Bugfix
##################################
- Fixed AI factor not getting properly taken into acount for ideas when some have a
cost of 0pp
- Moved the IJsselmeer lake province from Holland state to Friesland state, so that
losing control of it no longer prevents flooding of the Dutch defense lines.
- Added bypass to Dutch focus Curtail Colonial Autonomy, and made the national
spirits added by it be timed rather than permanent.
- The Charles II Lifestyle idea now has an effect
- fixed convoy combat alerts not being visible for defender
- fixed convoy combats are appearing as regular combats before they are removed
- All parties must end will now correctly switch out ideas
- Fixed crash and infinite loop when a localized unit name was missing or did not
include the required substitution elements.
- The political events firing above 60% support of an ideology without having a
ruling party of that ideology should no longer fire if you are also above 70%
support of that ideology. This should prevent event-spam when only one event should
suffice.
- fixed super heavy ship model is not being selected properly
- Added bypass so that Italy can no longer be 'stolen' by Britain when the latter
takes the Secure the Italian Alliance while Italy is puppeted by someone else.
- Reserve taskforces now consume fuel while moving.
- Add the capital ship indicator on a carrier ship icon.
- Motorized equipment for Netherlands and the new WtT countries should now display
their specific 2d art, rather than the generic one.
- Fixed crash when previewing 3D models via the -editor launch option, by checking
whether the game idler exists when initializing shader constants.
- Don't display tooltip "Armies Cannot move to the enemy territory in strategic
redeployment mode" if the target is not enemy territory.
- Fixed issue where various Pacific provinces weren't assigned a continent, causing
the Melanesian Federation (FIJ) to not display any portraits for the country's
leaders.
- Fixed Continental Intervention news event to no longer have overlapping title, to
only have one option for the UK, and altered the focus to no longer give a wargoal
on countries the UK is in a faction with.
- Fix canceling docking rights
- Wilhelminist Netherlands, when creating a German civil war after taking the first
German state, will no longer cause the Kaiser to also suffer from 'Pro-Kaiser
Defectors'.
- Cripps' Mission should no longer almost always bypass, resulting in Two-Nation
Theory simply adding another Marginalized Muslim Community idea rather than
adjusting the existing one.
- Dutch Develop the South focus now correctly checks the southern states for
available building slots, rather than the Holland state.
- fixed a bug in the US fascist civil war that spawned a number of units for the
revolter side
- Reset DLC when exiting out of a game setup lobby, in case some DLC were
temporarily enabled due to a multiplayer host owning them.
- Adjusted British AI values and French historical strategy plan abort trigger to
prevent situations where Britain gets into the fascist civil war unintentionally
because they are dragged into the Czechoslovak war (they they shouldn't be caring
about that anymore anyway).
- The Naval Funding focus for the RAJ will now provide a useful bonus for players
with MtG
- fixed a number of issues with starting naval techs for various countries
- Creating a Pan-North-American State no longer unintentionally awards the William
Wallis achievement.
- Fixed issues with ship XP. Tooltip now works and it has scriptable modifiers.
Carriers also get a new bonus to sortie efficiency
- Wim Schermerhorn portrait (if HOL somehow manages to go Non-Aligned without
selecting the The Only Man in the Dutch Government focus) is now displayed
correctly.
- AI Britain will now actually select the "Trade Unions Referendum" to flip to
communist.
- Added localization to the "USA_civil_war_fired_democrats" flag required in the To
Arms in Dixie! achievement.
- Poland should now correctly have sufficient faith in their French allies to be -
less- willing to cede Danzig without a fight, rather than -more- willing, when
allied with them.
- "Bypass the Philippines" now gives a bonus to transport techs, making it actually
useful for players with MtG
- AA tech fixed to not add defense to bombing in states without AA
- Fixed dispersed industry to only gives bombing defense for industry buildings
- Improved the stacking defense behavior of dispersed industry and AA tech
- Lend Leasing Convoys always free now
- Set faction leaders as major nations instantly, preventing a faction from
temporarily only having minors and losing wars early
- Fixed an issue that allowed the US to send Britain destroyers while at war with
Britain
- Getting into the US fascist civil war should no longer remove the associated
national spirits
- Ceylon FOB, Reclaim the Jewel in the Crown, Appeal to Imperial Loyalists, and
Bring the Dominions Back into the Fold should now all bypass if all subjects have
been prevented from leaving Britain after Britain switched to Fascism, using the
decisions granted by the Move to Secure the Dominions focus.
- Added a bypass for Motion of No Confidence, in case Churchill is already leader.
- Mexico will no longer load the Mexican focus tree after a civil war, if the
player does not have Man the Guns.
- Fixed Awake and Angry and Battlecry achievements.
- fixed a number of liberation events that would not fire due to checking for the
wrong state ownership
- South Georgia is now also transferred to Argentina when returning contested
territories.
- Ensured Case Anton properly triggers, and that the Scuttle the Fleet decision
actually destroys the fleet. Also eliminated the PP cost for the Scuttle the Fleet
decision, so that the AI will always take it unless you prevent them from doing so,
as intended.
- Made sure Ataturk can no longer lead armies from beyond the grave in 1939, and
added idea portrait for Mannerheim
- Made Dominion Development focuses be available when the Dominion in Britain's
faction is the civil war faction, and not the original tag.
- fixed some game data not being cleared when a dynamic tag is reused
- The Canadian Corridor focus should no longer be available if you already control
the states in question
- Fixed an issue where the US would continue to demand territories in the Americas
from countries that had already handed over territory or against which it has war
goals
- Various specific traits have been removed from the 'random pool', ensuring random
country leaders cannot spawn with them anymore.
- Made it possible (and much more likely) for Chamberlain to resign -before- the
fall of France. The event can now be triggered by any Low Country or France having
any surrender progress.
- the Canadian communist strategy plan should now be correctly labeled
- Stopped overzealous propaganda ministers from causing diplomatic crises by riling
up the populace against allied nations, all for the purpose of passing war economy
legislature just a little bit sooner (and more cheaply).
- Fixes for Korean communist small flags.
- Added claims to the correct French states for German Carte Blanche for Alsace and
French Colonies focus.
- US Liberty Ship national spirit should now apply correctly
- Canadian Degaussing national spirit will now apply correctly
- Decolonization now peaces out subjects when they leave UK's faction.
- Adjusted A Change in Course to now have negative ideology drift for democratic
support, rather than giving positive drift for the other ideologies, to prevent
weird situations where it'd end up resulting in a negative drift for one of the
other ideologies.
- British Raj now has the proper Marginalized Muslim Community spirit applied if
Pakistan is liberated via the British Decolonization focus tree, or civil war.
- France should no longer be able to form a faction with a non-existing
Czechoslovakia through the Little Entente Focus. The Focus will still be available,
but will just form a new faction. Focuses further down the line will not be
affected.
- fixed some buggy behavior with foreign division templates regarding duplication
and deployment
- AI can now accept a fuel incoming lend lease.
- Fixed taken states not being colored properly during a peace conference
- Fixed some decisions on a revolter country disapearing after loading a save
- Correctly change leader trait icons in army badge when switching between leaders
where one has exile leader traits and the other does not.
- fixed naval mission assignment not working correctly with taskforces on repairs
- fixed an issue where countries occupying Manchuria would get reports about
finding communist sleeper cells while allied with communist china
- fixed anniversary pack not being loaded
- review fixes
- Fixed newly created ships teleporting to the task force set as their deployment
target
- Fixed auto balance task force not working
- Fix fuel lend lease. It was full of minor bugs.
- Selecting a decolonized Asia in the game rules will now also grant independence
to Malaya.
- Fixed new Maltese fascist flag not showing up properly.
- fixed two instances in US events giving incorrect amounts of party popularity
- fixed ai sending invalid commands with foreign templates
- Fixed Expose the Belly of the Bear events not being sent out, as well as having
incorrect requirement triggers.
- fixed a way to create invalid paradrop orders and fixed a ctd that is caused by
that
- Converted Battleship and Converted Cruiser Hulls use now the right 3D model as
the best match in the Ship Designer.
- Fixed ships from reserve not reinforcing if the reserve task force has at least
one ship repairing
- locked the Silver Legion special template gained during the Fascist US civil war
- fixed some localization issues with dynamic modifiers
- fixed stability & war support values not giving all bonuses in some cases
- fixed some scripted diplomatic action issued that broke actions that requires
acceptance
- moved lights of Los Angeles to correct province position
- Abdicating after getting "King's Support Forms" will now correctly remove the
beneficial spirit granted by that event.
- fixed a original_tag problem related to reusing of dynamic tags
- Now display correct naval supremacy in naval invasion tooltip.
- fixed a ctd while loading saves
- De Gaulle will no longer be incorrectly removed as Free France's leader.
- Added Halifax to the bypass conditions of Motion of No Confidence.
- Added certain stipulations for Coerce Spain and Coerce Greece focuses.
- Only one Rebuild the Nation decision will now be available if you switch ideology
using a civil war.
- Alliance with Germany now requires Germany to be fascist only.
- The number of factories displayed in war overview is now consistent with the
number in topbar.
- Fixed an effect that was deleting a division template without deleting all
divisions using that template, specifically volunteers and expeditionary forces,
leading to potential memory problems and crashes.
- Fixed the game generating a definition.csv file that would override the original
in case the later was missing some entries
- Mexico without Man the Guns enabled (and therefore with no ability to nationalize
the oil fields) will now have control over its own oil from the start of the game.
- Fixed airwing name not being loaded from save
- Fixed DOD unique motorized icons to correctly shop up in the production tab.
- Fixed reserve fleet getting merged on daily tick if in the same naval base
- Fixed ship name from history file not being taking into account in some
circumstances when adding a production line for it
- Highlight now fit the size of dockyard grid.
- Fragmenting Yugoslavia in the game setup rules should no longer result in
Yugoslav units permanently being present on the map with no possibility of getting
rid of them.
- Selecting Asia Decolonized game rule will now correctly grant independence to the
Philippines.
- Fixed mods in the userfiles overriding definition.csv getting it renamed and
ignored
- Fixed event option text for "Mexican Entry Into the " event.
- Fix troubles with Taskforce composition editor reinforcements that didn't work
properly.
- Fixed task forces being able to refit in the middle of the sea
- You can now remove ships form a selection with shift+click.
- Corrected Putting the Raid on the Medway to Shame achievement to no longer be
awarded if the UK gets into the Fascist civil war.
- Corrected art for Netherlands design companies not showing up on produced
equipment.
- Improve equipment distribution according to priority.
- Fixed negative amount of convoy on modifying a lend lease that has been raided
- Fixed invalid description for the low convoy escort and convoy raiding efficiency
description

##################################
# Balance
##################################
- Ships designs can no longer go slower than 1kn
- Reduced Japanese Torpedo Cruiser Hull sub detection to be more inline with
regular cruiser hulls (before adding modules)
- Allying with the Silver Shirts can now be taken with 10% popularity of fascists,
but requires a fascist demagogue in government
- taking Neutrality Act or Limited Intervention now locks you out of the communist
or fascists paths (and vice versa), as was originally intended
- It is now possible to complete the branch starting with "Adjusted Compensation
Act" without being democratic
- if the countdown to the fascist civil war started from more than 30% fascist
support (as opposed to taking both Ally with the Silver Shirts and Voter
Registration Act), the countdown is now 280 days (up from 180 days)
- if the "Recruit the Free Corps" focus is finished when the civil war begins, the
Free Corps will now automatically appear (this should also help the AI)
- Free Corps unit template now 9x INF (up from 5x INF)
- states that side with the Loyalists in the US fascist civil war will now spawn
local volunteers
- Expand the USMC focus now gives research bonuses to Marines II and Marines III
- reduced sub and surface detection values for vanilla ships to be more in line
with MtG values
- rebalanced the speed of destroyers, light cruisers, and battleships in vanilla to
be more in line with MtG ships
- changed a number of stat inconsistencies in vanilla ship models
- the War Powers Act in the US tree now allows the US to form its own faction
- Reduced the effectiveness of GiE legitimacy gain decisions to one-quarter of what
they were.
- fixed ships are going faster than intended
- Split ground and naval AA defines, and reverted the ground AA chance to hit back
to its original value, so that ground AA is no longer overpowered.
- increased hit chance of torpedo
- doubled hit chance of depth charges
- tripped depth charge damage
- halved light gun attack of convoys
- lowered AA attack of convoys by 75%
- lowered IC cost on radar and sonar for all tech levels
- added taking sub visibility into account for naval strike
- reduced the impact of deep ocean on destroyer, light cruisers, and subs
- a/b/c/d and e/f/g/h British destroyers now start the game with sonar 1
- reduced snorkel 1 to a 10% visibility reduction and snorkel 2 to a 20% visibility
reduction
- naval mission efficiency will now go even lower if you don't have enough
ships/taskforces for the assigned regions
- Nationalist Spain will not lose the "recovering from the Civil War" national
spirit in historical focus mode, thus preventing them from joining the war
- Atlantic Fleet Designer now adds 10% HP to Carriers
- Armor upgrade for Carriers now adds 1% HP per level (non-MtG only)
- research companies research bonus 10% to 15%
- doctrine ministers research bonus 7% to 10% and 10% to 15%
- electron mechanical engineering research bonus 2% to 3%
- mechanical computer research bonus 3% to 4%
- computing machine research bonus 3% to 5%
- improved computing machine research bonus 5% to 8%
- advanced computing machine research bonus 5 to 8%
- focus: give refuge to scientist research bonus 3% to 5%
- Japanese Ultimate Battleship Focus now provides a free Super Heavy Battleship
template and two ships of that template in various stages of completion for owners
of MtG
- reduced fuel consumption in defensive combat (being in combat while not moving)
to 1x
- fuel flow through supply chunks that has reduced supply flow due to "Control of
incoming edge provinces" will now ignore 50% of that penalty
- Protected against ping-ponging Soviet AI strategy when surrender level Germany is
around 10%.

##################################
# UI
##################################
- Auto balance task force action now assigns an insignia to the created task forces
- Added a naval mission indicator on top of the task force insignia in the navy
theater and fleet bottom bar
- Added a number of tooltips and updates to research descriptions explaining the
effects and intended uses of various modules to the tech tree
- Clarified the tooltip for convoy escort
- enabled small battle reports icon for showing displaying battle reports of a ship
- Most task forces now get assigned an insignia reflecting their role or
composition at game start
- Canceling a mission or setting the mission to Hold for a task force will now make
it return to port as well as cancel its current mission. The old behavior where the
task force stays put can now be achieved by using Ctrl+Click on the Hold order
button or with the shortcut Ctrl+H
- Added a shortcut to the ship designer from the ship stat view
- The ship designer now shows the refit cost from the parent design
- Splitting a task force copy the insignia settings to the created one
- Enabled splitting task forces when multiple are selected
- Timeout added for naval accident reports of training and mine accidents
- the US Arsenal of Democracy focus should now display the correct rewards after
being finished (correct rewards were already issued)
- fixed a missing word in a tooltip
- Use the sprite of the dockyard with the wrench in the naval repair window
- Added the ability to increment or decrement the desired number of ship in the
task force composition editor by 5 or 10 based on the modifier keys shift and
control being held down
- Japan demanding overlordship of colonies event should now properly refer to
Japan, rather than the recipient's country.
- Added tooltips to Reach Out Across the Channel and For the Common Good focuses.
- Fixed incorrect news event picture for the end of the German civil war.
- fixed round_temp_variable not updating temp vars during tooltips
- fixed naval repair window not reading correct province names
- fixed a tooltip problem in construction view
- fixed clamp_temp_variable not updating temp vars during tooltips
- Added a yellow glow button to on map mission buttons to use for warning
- Added mine laying and mine sweeping icons to navy_icons.dds and highlight
- Fixed overlapping text in Ally the Dominions news events.
- Show warning on mission icon when a task force seems ill-fitted for the task.
- Use two decimal places for the modifier legitimacy_daily
- Changed icons of torpedo unlocks to feel more logical
- updated speed tooltip in ship designer to be consistent with the new naval combat
system
- fixed a research bonus tooltip with ahead of penalty bonus
- fixed fuel icon not properly aligned to frames
- fixed a duplicate event option in a news event
- Added strike force status to the tooltip shown when hovering hover a spotted or
engaged enemy
- Anti-Communist Crusader trait now correctly displays the right icon
- Minor text edit to Depillarization focus.
- fixed text overflow in US war powers act news event
- fixed a number of typos
- Fixed Benelux formation news event properly referring to Netherlands' original
name, rather than the new Benelux name.
- It is now possible to select a theater as a deployment target which will put the
newly created ships in that theater's reserve fleet
- Now showing the task force insignia when selecting a task force as deployment
target
- Finnish neutrality party was renamed
- Task forces created through the Move Ships Window now copy the insignia from the
original task force
- Fixed timed decision showing 999 instead of a progressbar
- Dive bomber trait in admiral skill tree now correctly identifies bonus as only
applying to carrier planes
- Minor loc fix to Dutch Trade Neutrality news event option text.
- Added list of required module slots that are empty to the save button tooltip
when designing a ship
- Fixed invalid 'no mission set' warning on a task force with a mission but
currently refitting or repairing
- Typo fix in the Netherlands bookmark description.

##################################
# AI
##################################
- ai will now check enemy's neighbors for calculating how many units it should
assign to a front
- ai will now produce ships 1 by 1 and should be able to switch lines when a ship
is done
- ai will trade with its puppets even if they have generated wargoals before
- AI now correctly check if a new political advisor is available before engaging
him.
- fixed targeted (reverse) ai strategies breaking strategies inside ai plans
- Ensured AI USA will no longer panic upon entering a war and instantly blow up the
Panama canal. Also made rebuilding the Suez and Panama canals drastically cheaper
and faster, and updated requirements and AI values for all decisions related to the
canals.
- ai will be aware of disconnected regions while assigning missions and will try
not to exceed number of taskforces while creating region islands
- added AI strategies for Italy and Germany to not ally China if Japan goes
Tripartite Pact
- Improved AI planning and coordination of naval invasions.
- Use a new system for AI acceptance of incoming lend leas request, based on
stockpile and not on production lines.
- Fix the problem with AI canceling incoming lend lease 24h after acceptance.
- Made AI much more conservative with PP when it comes to using GiE decisions.
- Drastically increased chance for AI Churchill to take the various Speech
decisions, and thus allow USA to help.
- Ai Kaiser Germany should no longer side with Romania against Austria-Hungary in
the Transylvania event chain
- ai commits more naval bases to repairs now
- Britain should now care more about Africa as well as other area prio tweaks
- ENG will avoid channel if it is at war with GER
- British AI should now pick ministers better to make use of Stanley Baldwin (a
first in British history)
- British AI should no longer take early mobilization if it has better use of the
political power
- British AI should no longer waste pp on resource prospecting if it has better
things to do
- British AI should no longer offer refuge to German scientist until a certain
amount of time has passed
- Italy alternate fascist plan will now result in Italy First, rather than Pact of
Steel
- Both sides of the Suez Canal are now considered part of Africa for the purpose of
AI calculations (still separate for all other purposes)
- blocked ai from creating naval missions in blocked regions
- naval_avoid_region >= 600 will disable regions for missions as well now. Germany
disables the channel if ENG is still a threat
- historical Yugoslavian AI will no longer take Greater Yugoslavia
- added an AI strategy to Hungary to prevent them from joining the axis before it
is historical if historical focuses are on
- ai is now less reluctant/random about upgrading its ship designs
- fixed a bug preventing the Soviet AI from researching Fighters II
- the Soviet union will no longer pick the War with Japan focus while fighting with
Germany
- ai will care more about home fronts that have actual enemies if surrender process
is >0 and less about other non dangerous fronts
- ai won't care about guarantees that are guaranteeing an enemy that has offensive
war against us or a war that started long ago
- Improved UK historical focus selection order
- Japan will now avoid too aggressive early invasions
- fixed AI keeping old garrison orders that are no longer our & our friends' lands
- Germany will prioritize Suez less if it hasn't defeated the Soviets
- Japan now does invasions a little earlier versus China
- Fixed China(s) not building units
- Split Scandinavia priorities off from Europe and set UK to wait longer to take
back Norway
- Soviets will now not waste production on silos
- The AI of major naval powers should now be building more screens
- The Chinese AI will no longer try to reserve rifles for the showdown with the
hated enemy no.1 (Nationalists/Communists) while at war with hated enemy no.2
(Japan)
- Germany will no longer invite Nationalist Spain to the Axis on historical mode,
unless the time is after 1942, they're in a war with UK, and are winning rather
heavily.

##################################
# Stability & Performance
##################################
- Gracefully handle improper backslash escaped characters in localization without
corrupting data that can lead to a crash.
- Fix a CTD when some game objects were deleted in a thread, instead of being
marked for deletion later in the main thread.
- Protected against a buffer overflow.
- Detected and skipped a certain type of invalid mipmap data in dds files.
- Fixed CTD when reordering pinned strategic regions
- Reset the deployment target of an exile nation's naval production lines when its
navy is transferred, so that they do not target the recipient's task forces.
- Fixed miscellaneous null pointer crashes.

##################################
# Modding
##################################
- decisions now can accept an array for target (target_array = "array_name").
- added neighbors & neighbors_owned country arrays
- added exiles country array
- added host country variable
- decisions now can accept a list of country tags/variables that stores countries
as targets (targets = { ENG GER })
- changed max scripted loc depth to a define and increased to 30
- moved scripted diplomatic action's initiator to root scope
- texts of buttons in scripted guis are dynamic and populated by scripted loc now
- value of global.date variable can be used in scripted localizations using
GetDateString/GetDateStringShortMonth/GetDateStringNoHour/GetDateStringNoHourLong
methods on it
- added enable_reverse trigger for reverse strategies that is checked for main
country once before checking for targets.
- added targets = { ENG GER } & target_array = array_name support for reverse ai
strategies to limit which countries they will be targetting
- fixed scaled scripted gui buttons being reverted to no scale if they are assigned
to textures
- in nested if triggers/effects if = { if = {} else = {} } else/else_if part is now
attached to second if instead of first
- scripted diplomatic actions without acceptance now calls execute effect when sent
- added a temp scope before visible trigger of scripted guis so the temp vars will
be shared from visible to all other triggers/scripted locs
- added is_valid_root trigger for targeted decision. this is checked before
checking all targets and if false, will skip that targeted decision completely
- added game variables fuel_k & max_fuel_k
- fixed example of scripted diplo actions & fixed some string problems
- ai will now ignore pp strategies while deciding to send scripted diplo actions
- fixed some localization issues with scripted diplo actions

##################################
# Database
##################################
- Added new flag to Fascist Malta to go with the new name.
- Added Ataturk and Mannerheim as Turkish and Finnish field marshals.
- Added new cosmetic tag for Russia if it has lost all its releasable nations, and
added two new events to apply/remove this cosmetic tag.
- MAL and INS now start with the correct techs unlocked for players with MtG
- removed naval starting techs for ICE
- Added countdown timer for when the True Communist coup occurs after switching to
Communism as Britain, but not having decolonized within the required 2 years. The
event starting the civil war is now fired through this mission, rather than as a
MTTH. This, in addition to another tooltip added to the referendum decision, should
hopefully make it more clear to the player what they can expect.
- gave a number of ships in most major navies some starting experience
- Adjusted some ideology drift spirits in the British, German, and Italian focus
trees to be timed.
- Gave Netherlands Marines tech at game start.
- Removed hard-scripted ideologies for nations released via the UK Decolonization
tree. Released nations now will always have the UK's ideology.
- Hjalmar Schacht now costs only 75pp, to make up for the fact he is more limited
in his availability.
- French Redoubtable Class Submarine no longer considered obsolete
- The democratic side in the fascist US civil war should no longer be locked to the
fascist branch of the focus tree
- Reduced MTTH value for Chamberlain Resigns event.
- Added news events informing other nations that the Dominions declare independence
based on the British domestic political situation.
- Renamed Bulgaria Democratic leader and party.
- added Xian Yuan as a naval theorist to Manchukuo
- moved British Ark Royal Class to 1936 start, added Ark Royal to starting building
queue (laid down September 1935)
- added a few more namelists for Britain and France based on community contribution
- added and tweaked a number of ship name lists
- Added new decision and events allowing for the peaceful unification of the Low
Countries, if the Benelux has been formed.
- New (democratic-only) flag for Benelux Federation
- Tweaked Chamberlain resigns event to now require Poland to have fallen, and
slightly increased the required surrender progress required for Denmark, Norway,
the Low Countries, or France.
- The US now correctly starts with 2 Yorktown Carriers under construction in 1936
(MtG only due to balance concerns)
- Italy now correctly has two Littoria-Class Battleships under construction in 1936
(MtG only)
- changed some starting technologies for Italy
- France now starts with 1 Richelieu Class Battleship under construction in 1936
(Richelieu) and two more under construction in 1939 (Jean Bart and Clemenceau) (MtG
only)
- added HMS Aurora to British starting construction (MtG only)
- moved Town Class Light Cruiser template to 1936 start, added 5 ships to British
starting construction in 1936
- Added Marines division template to HOL
- Added portrait for Ataturk
- added and tweaked a number of division name lists for various countries
- Commonwealth Ties can now be taken if UK is overlord of Dominion civil war
factions, as well (and applies the relationship boost to those countries).
- Adjusted requirement for Imperial Conference to no longer be impossible if UK
accepts Destroyers for Bases offer from USA.
- removed the claim Romania gets on Bulgaria from the relevant event
- Reach out to the Ware Group is now available for both democratic and communist
governments
- Removed Atatürk as a starting field marshal and instead added a decision to
recruit him if Turkey is in a defensive war, also assigned to him his new field
marshal portrait
- Added foreign language loc and an on_action trigger for Turkish civil wars.
- Added Admiral Hipper to German starting construction (MtG only)
- Added two Kirov-Class Cruisers to Soviet starting construction (MtG only)
- Added USS Vincennes and USS Wichita to US starting production (MtG only)
- Added two light cruisers to Italian starting construction (MtG only)
- Central Powers will now invite Bulgaria if they exist, are AI, and are non-
aligned.
- Adjusted Vojvodina state population, and added cores to it in the Hungarian focus
tree.
- Central Powers focus now sends event invites to the various potential nations,
giving them a choice rather than automatically adding them to the faction.
- Removed two duplicate ship templates in the 1939 start
- Further adjusted cores granted in Hungarian focus tree (for Vojvodina and West
Banat).
- Reclassified existing Kongo-Class ships as Battlecruisers (MtG only)
- Moved Kuching to its proper location, and added a new Brunei Victory Point to
where Kuching used to be located.
- King's Party is now renamed into Queen's Party under appropriate circumstances.

################################################################
######## Patch 1.6.1 "Ironclad" ########
################################################################

##################################
# Feature and Important
##################################
- New task force composition editor interface with much nicer flow
- Added a reserve button to Fleet bottom bar.
- Unlocking new ship hulls will now provide a variant with the same modules as on
the best equipment variant of the previous ship hull level, to the extent possible,
and hide the empty hull as obsolete in that case.
- ctrl b now toggles strategic deployment for selected units
- key k now toggles air training (kamikaze is moved to ctrl b)
- FM won't be able to activate abilities if it is already active for all child
groups
- Taskforces with automatic split on will split into multiple taskforces if there
is no naval base that can repair all ships at once
- Sinking enemy ships will now award war participation

##################################
# Bugfix
##################################
- Underpaid, Undersexed, and Under Eisenhower achievement now correctly requires a
1936 start date.
- Fixed an issue where several British focuses were bypassed and canceled at the
same time.
- Removed duplicate "Remove country leader" in Towards Indian Independence focus.
- Fixed an issue where you could not take 'War on Pacifism" decisions to get rid of
national spirit if you had above 80% war support.
- fixed an issue where Manchukuo could demand Japan become their puppet while still
being a subject of Japan.
- Cave to the Germans, Maintain Trade Neutrality, and Cave to the British focuses
can no longer be bypassed while one of the other mutually exclusive paths are in
progress (thereby unlocking multiple political paths).
- The United Kingdom can now progress to the end of the Decolonisation tree, even
if India has already declared independence.
- MacArthur will no longer lead the Loyalists while also fighting as a field
marshal for the Constitutionalists.
- Canada will no longer be subject to continued British communist pressure after
Britain accepts the USA's demand to stand down.
- Anti-German Speech decision now correctly checks whether any German civil war
faction is fascist, and does not show duplicate decisions in case Germany is in a
civil war.
- fixed an issue with Reichskommissariats Ostland and Ukraine behaving weirdly
- 'Expose the Belly of the Bear' will no longer cancel if some of the criteria is
true.
- The focus 'Expand the MLD' will now automatically bypass if the Netherlands or
its subject does not control Java.
- Australia can now invite King Edward VIII to Australia if they decide to stand by
the King in the event of him pushing his marriage forwards. The focus can now also
be bypassed if Australia becomes fully independent and is not in the Allies.
- Fixed Secure the Dominions decisions still being visible if you secured them via
civil war instead.
- The subject of a country can't stay at war anymore if its overlord capitulate (if
no faction)
- Fixed a single port being naval strikes multiple times within the same tick
creating confusion
- all units of an army will be assigned to newly created garrison orders now
- During peace conference, you can now satellite a subject even if its overlord is
annexed or puppeted.
- joining a faction now cancels received guarantees
- Lithuania's 'Move Capital to Vilnius' decision can only be taken once.
- End of the British Civil War will no longer cause Canada to rename whichever
faction it is in to Commonwealth of Nations if they went ahistorical.
- fixed tutorial 10 not advancing if no units are selected
- Unintended dynamic tag victors of the UK, Mexico, and USA civil war(s) now load
their original focus trees upon victory.
- fixed submarine models not being shown in naval combat
- You can now move a repairing taskforce from a naval base to another without
canceling repairing.
- Fixed attache not working when the recipient has less than 100PP and 50CP
- German Integrate War Economies focus now sends events rather than applying
effects immediately, giving players a chance to decline to avoid being puppeted.
- Decolonize Asia game rule now releases Korea, Manchukuo, and Mengkukuo, and
transfers other continental states to China.
- Heavy cruisers are now considered as capital ships in the production line.
- the nation building decisions now correctly add a national spirit to execute
their effect
- Fixed Treading the Narrow Path achievement to correctly not be awarded if you
lost one of your starting states.
- Fixed easter egg event to now be possible to fire.
- George VI national spirit is now properly removed when finishing The Fate of the
Royal Family focus.
- You can now train colonial divisions using colonial manpower, even if master
doesn't have manpower.
- The Imperial Federation focus should now be available even if you don't own
Together for Victory
- Focuses and events relating to the Imperial Federation now takes into account
various combinations of DLCs the player may or may not own.
- fixed repair queue reordering not working
- Removed faction requirement of Dutch Strength over Blood focus.
- Made it impossible to begin the Abdication event chain if you have also gone down
a mutually-exclusive branch that would prevent you from resolving the negative
effects from that event chain (such as Fallen Government) by selecting the King's
Party focus, or vice-versa.
- Winning the Blackshirt civil war will now reimburse one George V king to the
player.
- the gun upgrade for ships now increases light and heavy attack for players
without MtG
- Resolved the hash conflict that resulted in the oddly specific case of Macedonia,
puppeted by Chad, receiving a news event option text as a country name ("This
messes with our plans...")
- Re-enabled releasing Egypt as UK, but only when in Ironman mode (for the Freegypt
achievement).
- German focus Break the Anglo-French Colonial Hegemony now correctly gives a claim
on Cameroon instead of Gabon, and on Rwanda and Burundi, as well as wargoals on
these nations if they exist, or on Belgium if it still owns Rwanda and/or Burundi.
- British Decolonization focuses are now available as long as you control one of
the required states, and bypass if you don't own any. Dutch Decolonization focus is
similarly bypassed if you don't own any of the areas or control them as subjects.
- fixed an issue where the Loyalists in the fascist Civil War would not get the
correct flag
- Honor the Confederacy focus is now correctly available for unaligned US
- South Africa Secure Interests in Africa focus now takes into account new tags.
- Fixed Battlecry and Awake and Angry being completed immediately upon unpause.
- fixed a trigger in election events that had the date reversed
- Prevented puppetting the original faction leaders from awarding the Assuming
Direct Control achievement.
- Merging an active and reserve taskforce will now always merge into active
- Don't remove unit from province when transfert ownership (when a GiE is
reinstalled for example)
- Fixed ship design filter by sub unit resetting when a new equipment was added to
the list
- Achievement fix for Pride and Prejudice
- fixed an issue with continuing the game past 1948 when going for achivements
- Made Tora Tora Tora mission reward for Japan appear correctly as a completion
reward, rather than a failure penalty.
- Imperial Federation can now be achieved even if you annexed some of the
Dominions, as long as you control all of their cores. Imperial Conference proposals
will also correctly unlock once all involved parties have responded, taking into
account that some may not exist anymore.
- Fixed a single state misbehaving when releasing Reichskommissariat Ostland while
at peace
- Fixed light cruiser battery 4 module having less light attack than previous
module
- UK theorist J.F.C. Fuller now properly gives 7% doctrine research bonus.
- Fixed the Dutch military tree to no longer be incorrectly hidden if you don't own
DOD. Instead, it correctly only hides a single focus.
- ENG Decolonizing while having finished Three Nation Solution will grant RAJ the
improved Muslim Community Marginalized trait. Also, TFV trees will now take into
account the possibility of having been decolonized by Britain, and, if they are
still in a faction with ENG, allow them to take focuses that would otherwise
require them to still be a subject.
- Ensured that it is no longer possible to 'game the system' by, as a Dominion,
promising loyalty to the king in the event for the Abdication Crisis, only to
subsequently go down the independence path in a TfV focus tree. Promising loyalty
now locks you into the pro-Britain path of the tree.
- HOL focus Colonial Shipbuilding now only requires control, rather than total
control, of the relevant states. This should make it more possible to be taken once
at war with Japan.
- Fixed carrier deck size not being updated after refitting
- The Naval treaty should no longer be removed if Japan goes to war with China
specifically
- British decolonization tree now takes into account not owning TfV.
- Double-clicking on enemy task force icons no longer lets you select their fleets
and disband them
- Fixed reconquered and re-puppeted dominions declaring independence from Fascist
Britain a second time.
- De Gaulle should no longer be able to play 4D chess and rule both Vichy France
and Free France.
- Trotsky should no longer be able to lead an uprising in the Soviet Union while
also ruling Mexico.
- Added new states in West Africa to correctly be owned by Vichy France upon
formation.
- Prevented various strange AI behaviours from occurring, such as Stalin allying
Trotskyite Mexico.
- McArthur should no longer be able to lead armies on the Democratic side of the US
civil war, while leading the Fascist side. De Gaulle should now no longer be
available as a general for Vichy France.
- Updated Waking the Tiger DLC to pull in portrait fixes that were missed earlier.
- Fixed country neighbors not properly rebuilt on controller changes and triggers
like any_neighbour_country etc not working properly in some cases
- It is now possible to build torpedo cruisers without Man the Guns again
- Fixed 3D model viewer entities making noises in Germany
- Repair naval bases will now be scored based on actual path rather than map
distance while searching for naval bases to repair
- Fixed the deficit of a task force in regard to its reinforcement target being
miscalculated in some cases leading to no reinforcement until at least one ship of
the missing kind join the task force.
- Fixed a bug where the ships in surplus would be miscalculated leading to a
infinite loop of a ship detaching to be assigned to reserve on one tick and joining
back on the next one.
- Fixed requested expeditionaries not being assigned to fallback orders

##################################
# AI
##################################
- Fixed an issue where the AI could get stuck and stop production of non-convoy
ships if Man the Guns was not enabled
- AI will now correctly always reject requests to integrate exiled navies if they
have more than 75 ships, and will also always accept if they have fewer than 25
ships.
- Added AI strategies to certain UK and Netherlands focus tree paths to avoid
making weird allies.
- AI now use correctly all their dockyards
- ai will build units considering ally & subject supply chunks as well, added a
strat for JAP since it will be fighting mostly on subjects
- AI is not a bit less reluctant to cancel convoy defense missions now if it is
trading for fuel
- AI will assign more screens to convoy missions if it is being raided a lot
- AI will prio mine sweeping more if it has mines assigned next to owned regions
- US and ENG AI should now be able to build a specialized anti-submarine destroyer
design for convoy work
- the US AI will now be granted the correct advisors from script when set to go
fascist/communist
- US AI will now not take resource decisions unless it has political power to spare
- AI now takes convoy losses and mine threat into account when designing ships and
building counters. Losses to convoys also increase desire of AI to build more
convoys

##################################
# UI
##################################
- Fixed occasionally incorrect rendering of national focus tree lines.
- reformulated subtracting factories from production line tooltip to be more
consistent with the way the English language has developed since 1912
- Added more grandiose language into the Second American Civil War victory event
texts for both sides.
- Added tooltip text for fascist mobilization of National Guard.
- Added custom tooltip to Anti-Bolshevist Aid focus to prevent the United States
from appearing like it plans to send weapons to itself.
- Removed unnecessary space between the title and article of the American fascist
victory news event.
- Made civil war victory event title dynamic so the event reads appropriately even
if you are still non-aligned.
- Mexico will now receive the event notifying it of its acceptance into a faction
instead of its faction sponsor getting the acceptance event instead.
- Shortened Commonwealth of Nations formation event text so that it no longer
overlaps with the selectable event button.
- fixed a number of inconsistencies in the German Loc
- Disabled all air mission buttons for air wings on a carrier in port
- All countries in Europe now have fascist, communist, and democratic political
party names.
- Added text icon for Legitimacy.
- minor grammar fixing and removal of redundant text
- added an explanatory tooltip to a US decision
- Generic Air Theorists now have proper localisation.
- Always display mission efficiency of the relevant mission on the naval mission
map icon
- scroll bar works again on right side theatre view now
- achievement tooltip at start of the game now mentions "most achievements are
disabled" on 39 start
- Fixed duplicate pop-ups on some diplomatic action when handled by AI
- Display correct type and number of ships in naval overview
- it is possible to request expeditionaries for fallback orders now
- Corrected tooltip for the Shadow Scheme focus to no longer refer to defensive
wars only.
- Fixed the tooltip of the Japanese decision 'Demand Indochina'
- fixed taskforces on never repair setting having inconsistent guis about which
ships are being repaired
- US warplan focuses should now correctly display the effects of the decisions they
unlock
- Rename ship designer save button to match division designer
- fixed a small typo in a news event
- fixed a typo in a technology
- Fixed event option text for Edward VIII and Wallis Simpson death news event for
countries other than UK itself.
- Fixed move window refering to ships by hull type. Now refering to them by sub
unit name.
- Fixed hook to proper module icon for DP secondary batteries in ship designer
- Changed theater icon for moving to combat to be the same as the text icon
going_to_combat
- Fixed a cropping issue with one of the achievement images
- Made decision progress bar on map a bit bigger so it is more visible
- Adjusted colors on mapmode buttons
- Added Capital Ship icon to heavy and carrier ship hulls technologies
- Improved the fuel consumption feedback for navies
- Added the ship role icon and task force insignia to the detailed ship entry
- detailed ship entries now show the current ship activity and clicking on the ship
open the history if there are new entries
- Added custom icons for game rules for foreign policy, covert actions and gameplay
rules
- Clarified some tooltips related to patrol and strike force missions
- Enabling automatic reinforcement on a task force will now set the requirements to
the current fleet composition if they would have been zero (e.g. when a task force
has been initialized from history files).
- Aligned GiE flag on ships
- Changing the task force insignia no longer disable "use fleet's color"
- Stop fuel flickering when near 0
- added a different icon for convoy combat alerts and on map battles to make it
easier to see the difference
- Carriers are now displayed as capital ships in ship designer.
- Various russian loc fixes
- Naval Mines now have an improved tooltip showing you how much damage you are
doing to others
- Enabled changed the naval access of all selected strategic region at once using
the lower-left region window controls.
- Fixed a missing event picture in a French event
- Changed coloring of strategic navy map mode to improve visibility of assigned
regions
- Selecting ships and right clicking on taskforce icons now will assign ships to
those taskforces
- Selecting task force and right clicking on another task force in the theater view
will ask if you want to merge task forces
- Panning to armies and task forces in the theater view made consistent with a
double-click, instead of when selecting with single click (army) or when right
clicking (navy)
- Fixed selecting a ship model closing ship model viewer
- Fixed 3D model selector using wrong visual levels
- Fixed Unaligned Gambia flag to correctly display.
- Fixed a visual bug in the task force composition editor where the current
fulfillment would not be properly computed and displayed when matching any role
icon
- Add a button to remove strategic regions for fleets, matching the army behavior

##################################
# Modding
##################################
- changing context in effects will not copy random anymore
- fixed manpower trigger for big values
- fixed unordered names not working with fallback system
- fixed selected scripted gui contexts not working with visible trigger
- fixed a visibility glitch with scripted guis
- fixed an issue where admirals with a maneuvering skill of 3 gained 75%
positioning as opposed to 7.5%
- Add start_experience_factor for ships and airwings
- adding game variables for some ai strategies and attitudes
- added ability to call scripted loc on variables [?var.ScriptedLocName]
- added support for attaching a scripted gui to another scripted gui
- fixed is_target_of_coup checking for wrong country
- Added some date trigger validation to catch inappropriate usage of D.M.Y format
when Y.M.D is expected.
- added on_sent & reject effects for scripted diplo actions
- random now works better with scripted guis
- Added a bunch of profiler scopes
- meta effects/triggers now have a debug variable for printing actual string
- Added triggers for mine and convoy threats

##################################
# Balance
##################################
- The ability of a general couldn't be cumulative anymore with the same at the
marshal level.
- Cruiser submarines can now mount extra fuel tanks
- Punitive subroutines activated against exploiters deleting their entire army just
before certain civil wars... Beware!
- Added civil war divisions to Fascist UK civil war
- AI Germany should be slightly more likely to win the German Civil War.
- fixed port strikes not killing some ships but leaving at 0 health
- fixed subs running away from other subs
- activating women in the workforce and then moving away from total mobilization
will now remove the manpower buff from women in the workforce
- removed duplicate effect in direct/indirect support focuses in Australian Focus
Tree
- US isolation economic law now also affects naval dockyard building speed
- Removed first super heavy BB research bonus from Japanese focus tree for MtG
players, replaced with 50 naval XP
- Leader XP gain now only from units outside reserves in combat
- We now use battalions rather than divisions to calculate XP scaling for
commanders to avoid 1 bat exploits
- XP gain rate in combat now scaled by the lowest of yours and enemy strength
- overall Xp gain spead from combat increased to compensate for above changes
- US random congress events now differentiate better between Senate and House,
which should counteract situations where one chamber supports the government to the
hilt while the other has no majority
- reduced naval XP generation by a large amount. increased impact of ratio of
ships. This will make smaller ships generate a bit more XP, also made manpower more
have impact overall
- the Jägernotprogram decision can now only be taken once, its effect has been
reduced to 90 days and taking the decision costs 5% war support and 5% stability
- added a total of 20 naval XP to the RAJ focus tree
- To take into account the vast influx of new tags, The Puppetmaster achievement
now requires 50 subjects, up from 25.
- Limited Intervention now increases the PP cost of economic and recruitment laws
by 100%
- Limited Intervention no longer puts the US on civilian economy but allows the
country to switch out of undisturbed isolation
- Finishing the Great Depression reductions in the Communist Branch now requires a
communist in government and will incur heavy opposition if at low communist support
- added a repeatable decision for the fascist side in the US fascist civil war that
raises a number of militia divisions
- starting the US fascist civil war should now retain popularity for fascism and
switch non-fascist support to neutrality
- Reduced bonus to Tank and Tank Destroyer Production cost in US focus tree from 25
to 10 %
- removed fuel consumption from rockets
- added fuel output reduction of 0.6 to undisturbed isolation
- added fuel output reduction of 0.5 to isolation
- added fuel output reduction of 0.25 to early mobilization
- added fuel output reduction of 0.1 to partial mobilization
- Super Heavy BB hull now slightly faster
- In historical mode, the British or US AI will not strongly challenge a Japanese
or Italian naval buildup through the Naval Treaty System
- Doubled repair speed for ships in naval bases

##################################
# Database
##################################
- fixed a missing portrait in the Mexico tree
- Removed Guns for the Anti-Bolshevik War decisions from the Support China category
and moved them to the Foreign Policy category.
- Monarchist Hungary now correctly receives a claim on the new state of Katowice
through the Reclaim the Empire focus.
- Fixed medium and large flags for communist Cameroon that were not showing up in-
game due to being incorrectly sized.
- New Zealand Prime Minister Michael Joseph Savage should now pass away on the
correct date and then be replaced by Peter Fraser.
- Fixed the Tisa river properly flowing into the Danube
- Marco Polo Bridge Incident tooltip now mentions Qingdao
- Fixed democratic Cambodia flag to no longer be a copy of Cameroon's
- Improve Serbian Railway Network focus now also provides infrastructure to West
Banat
- fixed an issue with the British RAJ getting the wrong portraits if the
anniversary pack is installed
- unlocked cruiser submarines for Japan from 1936 start
- fixed a number of cruiser and carrier hulls not improving reliability with higher
levels
- Added 5 new German advisors that are available after taking Oppose Hitler, Revive
the Kaiserreich, or Re-Establish Free Elections, if the player has the Waking the
Tiger DLC.
- Corrected Albanian communist leader and democratic reformer; implemented leader
portraits for Kazakhstan.
- The US focus tree now has further explanatory tooltips for Honor the Confederacy,
Invite Foreign Support, Focus on Europe/Asia
- fixed an issue in the Soviet Focus Tree where it gave a techbonus that did not
work with the MtG naval focus tree
- Switched around the names for Unaligned and Democratic Curacao, so that the more
recognizeable name "Netherlands Antilles" is the 'default' Democratic name, with
the less recognizeable "ABC Republic" becoming the name for Unaligned Curacao.
- Adjusted Imperial Federation news event pictures to include New Zealand, British
Africa, and various other colonial possessions in the Middle East, South and
Central America and Southeast Asia.
- Fixed an issue withthe data format of the CSA flag, the historical one should now
load
- Adjusted Fascist Dutch flag
- Moved province 9494 from state Lublin to state Krakow to improve Austro-Hungarian
borders.
- Included Alliance with Germany in the list of optional prerequisites for the
British Pre-Empt the Ideological Threat focus.
- Fixed an incorrect unit location for the Spanish civil war events
- Adjusted Fascist name for Malta to no longer reflect the modern-day name of the
Order, which has instead been used as the Unaligned name.

##################################
# Stability & Performance
##################################
- Fix CTD in a unit tooltip
- CTD fix in mods where no ai roles for equipment are defined
- Avoided CTD when army icons do not have corresponding entries in gfx files,
providing info in the error log instead.
- Fixed a CTD when an ally is called into war, non-aggression pacts are being
assessed, and a war relation with an alleged enemy cannot be found.
- Cleared the country refresh flag when clearing game state, potentially avoiding
an out-of-sync when joining a multiplayer game after leaving a different game
session.
- Random CTD fixes
- fixed a ctd with built in profiler
- fixed having no airwing modifiers crashing the game (do plz add tho modders)
- fixed having no ai focus list crashing the game (do plz add tho modders)
- fixed a ctd with scripted diplomatic actions
- Improved OOS checks to use proper checksums instead of basic addition and
occasional multiplication which can sometimes miss out-of-syncs, added resources
consumed and technology status as new categories checked, and fixed localization
from some previous OOS code rearrangement.
- Minor performance improvements to the tag trigger when the tag is not a variable
- Game startup speedup by improving map generation
- Game startup speedup by skipping some duplicate gamestate resets
- Avoid computing the gradient borders when reseting the game as they can be
computed later on
- Made decisions update threaded for the warmup tick on game start
- Improved the performance of gradient border generation
- performance improvements when using huge number of variables (hi mods)
- optimization for checksum calc of variables
- Fixed a crash while transferring carrier ships with multiple air wings of same
type in civil wars

################################################################
######## Update 1.6 "Ironclad" ########
################################################################

##################################
# Man the Guns Expansion
##################################
- New national focus tree for America (historical parts free)
- New national focus tree for United Kingdom (historical parts free)
- New national focus tree for Mexico
- New national focus tree for Netherlands
- Admirals can now unlock and earn new traits with access to a details screen for
traits
- Ships can now be designed in a ship designer using naval xp with a variety of
modules
- Naval treaties exist on start of game and can be intereacted with, they place
dynamic limits on ship designs
- Existing ships can now be sent back to port and be refit with upgrades
- It is now possible to lay down mines and to sweep enemy mines in sea zones
- Democracies can create a new subject level on losers in war called "Supervised
State". These are locked to master ideology and get a drift. They will slowly gain
autonomy of their own.
- Its now possible for democracies to host Governments in Exile. They give
different things based on legitimacy.
- It is also possible to play a GiE for those who want a challenge
- New Amphibious Tanks and Amphibious mechanized infantry for tougher invasions
targets
- Its now possible to give docking rights to other nation's navies as a new diplo
action
- Its now possible to set access settings for naval zones to tell navies and
transports to avoid them if possible or to block access completely
- Player can now request expeditionaries for specific armies and plans directly
from the army interface
- A nation that has become sufficiently strong can now take over faction leadership
from the current leader with a new action
- Nations can now designate ships as Pride of the Fleet for bonuses, synergies and
war support. For a cost
- New unit models for Mexico and Netherlands, including Dutch East Indies infantry.
- 8 new ship models for USA and UK
- New voice overs for dutch units
- 4 new music tracks

##################################
# Free Features and Important
##################################
- Fuel is now a resource required by most moving things with an engine and produced
from oil and synthetic refineries and can be stored in the new silo building
- New naval combat that uses different distance and role boxes for ships as well as
a whole new spotting phase on the map for locating and chasing down targets
- New naval missions and many interfaces for controlling ships who are now
organized into Task Forces within a fleet
- Ships and planes can now be trained, both for Naval XP and for personal
experience level
- Naval production is revamped, ships can be named before they are launched and the
ship calss dictates how many dockyards can be assigned to its construction at max
- Ship repair is no longer free but requires dockyards. A new interface lets you
control this from the production screen
- Naval zones now have terrain which has effects on combat, movement etc.
Fjords/Archipelagos, Shallow seas, Deep Oceans, Arctic waters and shark infested
areas.
- Some technologies (like doctrines) can now be boosted by spending XP, in response
their default time has been increased somewhat
- The effects of raiding on your trades and transports now has a scaling war
support penalty on your nation
- Decisions now exist on map also making state picking a lot easier to navigate
- Admirals new have 4 new stats rather than skill level: Attack, Defense,
Manouvering and Coordination
- Admirals now have personality traits
- Added ability to cancel national focus. Up to 10 days progress will be saved.
- New customizable gameplay rules available for single and multi player including
the ability to direct ai nations.
- 21 new Achievements
- Naval invasions are no longer limited to one per starting port
- Justifying wargoals are now cheaper vs nations that assist enemies
- Naval battle reports will now automatically decay and go away based on importance
- added a repeatable decision for Austria-Hungary to lower the autonomy of CZE if
CZE decides to become a puppet
- Added new decision for Lithuania to rename West Wilno state and Wilno victory
point to Vilnius.
- Added Dismantle Czechoslovakian Forts decision for Germany
- Democratic King Hungary can now call in Sweden into its wars through a decision
- Added 70 new releasable nations:
-Kazakhstan
-Uzbekistan
-Tajikistan
-Kyrgyzstan
-Turkmenistan
-Bangladesh
-Sri Lanka
-Burma
-Papua New Guinea
-Maldives
-Fiji/Melanesia
-Kuwait
-Qatar
-United Arab Emirates
-Cyprus
-Belize
-Jamaica
-Bahamas
-Puerto Rico
-Guadeloupe
-Trinidad & Tobago
-Guyana
-Suriname
-Curacao
-British Antilles
-French Guyana
-Morocco
-Algeria
-Tunisia
-Sudan
-Eritrea
-Djibouti
-Somalia
-Uganda
-Rwanda
-Burundi
-Tanzania
-Malawi
-Zambia
-Republic of Congo
-Gabon
-Equatorial Guinea
-Cameroon
-Central African Republic
-Chad
-Nigeria
-Niger
-Dahomey
-Togo
-Upper Volta
-Ghana
-Côte d'Ivoire
-Mali
-Sierra Leone
-Guinea
-Guinea-Bissau
-Senegal
-The Gambia
-Mauritania
-Namibia
-Western Sahara (Sahrawi Arab Democratic Republic)
-Malta
-Moldova
-Scotland
-Wales
-Northern Ireland
-Slovenia
-Bosnia
-Macedonia

##################################
# Bugfix
##################################
- Azores lease return event will now only fire once.
- "Align Hungary/Romania" focuses can no longer be taken when at war with them.
- Reichskommissariat decisions now only cause a civil war if the targeted nation is
not fascist.
- Fixed naval base capacity being miscalculated when loading a savegame
- Vichy France event will no longer fire if a human player not in a faction with
Germany controls European French states.
- Australia can now send a delegation to Communist China if a warlord has taken
over leadership of the Communists
- Manchukuo can no longer offer vassalization to a warlord who has taken over
leadership of China
- Rekindle Imperial Sentiment now bypasses if Austria-Hungary is already in the
Central Powers.
- fixed an issue where Japan might be blocked from striking the southern resource
area if the DEI or Malaya had changed hands previously
- German Plan Z mission will no longer claim it will fail when it will, in fact,
succeed
- Fixed an issue where Czechoslovakia could protest rearmament of Hungary despite
being Hungary's puppet
- Fixed set autonomy effect (from example focuses) allowing a state to puppet
itself
- The Indian Assam Oil focus should now correctly require ownership of Assam state
instead of Mandalay
- chinese warlords that are puppets will not join the United Front unless their
overlord has joined the united front
- fixed an issue that only triggered a news event if Japan was at war with itself
- democratic Japan returning Manchuria now correctly returns inner Mongolia
- fixed an issue where the Soviet union would retain a claim on Petsamo after the
peacedeal in the winter war leading to a second war within a short time
- Country name is now updated immediately when ruling party is changed through
set_rule script effect or the set_ruling_party console command.
- Fixed a case where you could take the same decisions multiple times when the game
is busy
- fixed pinging not working when the country is enemy of host
- fixed an issue where focuses that set countries free in a focus tree did not
actually set that country free
- disabled decision to blow Panama and Suez Canals if unable to rebuild them due to
DLC locks (because that would...blow)
- added bypasses for 'Treaty With Lithuania' if LIT is annexed or in another
faction
- fixed being able to disband enemy units in civil war if they were already
selected before war
- Japan should no longer get an event for a wargoal against China if already at war
with China
- Divisions being in the middle of naval transports will now correctly revalidate
route if it becomes impassable.
- Fixed a case where nations that click Done with score left in peace conferences
sometimes would give much greater amount of points to its faction members
- Austria-Hungary decisions now also add the Banat as a core
- Fate of Czechoslovakia event now checks if Poland exists before giving it Zaolzie
- Country colors now properly refresh when a cosmetic tag changes (for example
effects from focuses).
- Fixed Ljubljana Award transferring an island in the Indian Ocean instead of
Greece's Central Macedonia
- Romania's Divide Yugoslavia events now produce less border gore
- Yugoslavia will still receive Germany's demand for Slovenia even if France no
longer exists
- Demand Slovenia is now bypassed in more circumstances
- The Death of Rudolf Hess will now only fire if Adolf Hitler is in power
- Correctly locked the German democratic advisor behind the "Re-establish Free
Elections" focus, if the player has Waking the Tiger active
- Germany's Atlantikwall NF can only be taken if they control one of the (non-
German) states which receive forts in the effects
- Fixed so Austria can no longer be annexed by Germany if they formed the Austro-
Hungarian Empire, or are a major.
- Fixed an issue for Soviet where winning a civil war would reset the focus tree
- Naval strikes and port strikes are now properly affected by disruption on the way
to their targets
- Made Case Anton only available when at war.
- fixed an issue with Destroyer for Bases event claiming wrong number of ships
transferred
- Atlantikwall now also builds forts in allied nations.
- Fixed negative amount of equipment being sometimes distributed to e.g. staged
coups
- Give back convoys when naval transferring troops are teleported to land.
- fixed an issue where revolters in a civil war may be unable to resolve a low
stability crisis because they are locked out of the resolution events (leading to
them eventually falling to communism)
- fixed new puppets not joining faction of master after peace conference
- fixed an issue with the Australian South-West Pacific Initiative focus that could
lead to a non-existing country joining the faction
- the news event about Hungary demanding Southern Slovakia should no longer pretend
that Hungary is claiming territory from itself
- fixed not being able to build buildings on a newly released puppet
- Fixed potential convoy duplication when starting a naval transfer, which would
lead to more convoys than should exist, and inconsistent used/available convoy
counts.
- The Balkan Powderkeg achievement now is correctly awarded upon declaring war on
any member of the opposite faction (Allies or Axis).
- Fixed some rare issues with convoy counts becoming inconsistent when a naval
transfer is canceled, due to assuming that the division initially owns no convoys,
and assuming that the division belongs to the same country as the naval transfer.
- Added bonus score for deciding who to capitulate to if they hold the capital
state
- Tension from anschluss events now directly apply so player cant wait around on
events to mess with tension
- the industrial land appropriation decision should now select states a little
smarter, preferring high infrastructure states to low infrastructure states
- Disabled Ironman Observer Mode ( Achievements Possible )
- Fixed history issues with Italy being at war with Ethiopia in the 39 start
despite them not existing
- Further adjustments to Vichy France events
- Made unit transfer not use manhattan distances for more accurate paths
- some tweaks to wanted units of post-invasion fronts
- Added allow triggers to decisions that are only supposed to happen for 1 country
- fixed an issue with a Hungarian Focus always bypassing
- Many tweaks to german and soviet buildup as well as japan and china.
- Various major nations with focus tree-spawned civil wars will now allocate the
nation's original civil war if the rebelling side ends up winning, to prevent these
from being stuck with the generic focus tree. These nations include:
-Germany
-Japan
-British Raj
-South Africa
-Soviet Union

##################################
# AI
##################################
- Central Powers now invites Austria-Hungary and Monarchist Italy, even if they are
not AI.
- Corrected broken AI behavior when FIELD_MARSHAL_ARMIES_CAP was set to the special
value of zero meaning no cap, fixing a game freeze and out-of-memory CTD.
- Fixed a bunch of problems in the air AI
- fixed ai miscounting existing exp forces while evaluating new exp force requests
- fixed some trade issues with ai
- fixed incorrect will do modifier in SOV focus "SOV_war_with_uk"
- increase AI 'will do' factor on RAJ Provincial elections focus for ahistorical
play
- fixed bug where ai would cancel trades
- China will now tend to refuse ceding land to Japan in the Marco Polo Bridge
Incident on historical mode, unless China is at war
- fixed ai not promoting leaders
- National focuses that create a new faction now require that the country is not a
subject
- Japanese Join Comintern NF now requires that you are at peace with the USSR and
not a subject
- Decisions to increase stability not available at 100% stability
- fixed an issue where the AI was a little too happy to appropriate land during war
time
- Improved AI evaluation of research bonuses (aka, its not 100% backwards anymore)
- Made AI France in historical mode never select the Franco-British Union (De
Gaulle would be proud!)
- a high faction join limiter modifier now has the same effect on asking to join as
well as being asked to join a faction
- Chinese AI will now tend to reject Japan's peace proposal if Japan is at war with
lots of major powers
- fixes/improvements with ai following up naval invasions
- the Ai should now execute the Xian incident more reliably
- fixed ai committing more planes to a region than intended in case of having extra
planes
- reduced the amount of CAS and TAC that germany is building slightly
- AI Iran and Iraq will now have more open trade laws because of their oil
- germany builds a lot more civs and builds some synth refineries in '38
- Changed americans to build more DDs and less BBs, also slightly less light
cruisers compared to DDs
- Increased German air production
- increased likelihood that Germany will research improved rubber production for
synth refineries
- Fixed various overflow issues in ai_strategy
- improved carrier plane production and assigments for ai
- ai now is a bit less reluctant to cover allied regions from naval invasions
- improved Japanese AI idea picking
- some improvements with ai naval invasions and ai unit assignments
- improvements to convoy raid evaulation
- AI will now be more careful with its fleets if numerically inferior. AI will also
prefer repairing more often if inferior
- added checks for consider_weak strategy also to war declare logic. Japan should
now go for the US throat even when it might not make perfect sense
- AI should no longer use industrial land appropriation if it has any decent state
(> 5 infrastructure) that still has free building slots
- the US and SOV AI should now be a little more eager to develop medium armor
templates
- Ai now blocked from researching subtechs if already researching next base level
(i.e. not researching basic medium tank destroyers while researching improved
medium tank)
- Made ai care more about actual raiding locations and adjusted numbers so some
areas actually fall outside of ai interestes for raiding/escort
- AI Japan will no longer underestimate the chinese once the war has actually begun
- Lowered the scoe of researching doctrines for ai depending on how many are
actively being done
- Added new strategies to keep AI japan from overdoing its escorting when there are
no credible naval threats
- Japanese historical AI should now pick spiritual mobilization and national
defense state earlier
- research AI should now take amount of planes it already has into account when
researching new planes - i.e. a country with lots of CAS planes will try to upgrade
them
- Major AIs told that jet planes exist
- adjusted japans target templates for infantry to cover fronts better
- Japan will now consider GXC less good for invasions to limit their use of smaller
invasions with a high risk of failure
- Ai should no longer produce more carrier fighters beyond its buffer
- fixed issues where ai template logic could get stuck in a loop by moving last
fail checks to role instead.
- tweaked japanese template strategy for garrisons, and also lowered armor target a
bit
- Ai is now more careful about switching equipment to new versions with no
stockpile in war time
- Japan now puts less production on light tanks before it has a real industry
- ai will now consider if a guarantee concerns an offensive action or not when
managing its fronts.
- Japan now boosts relations less
- ai that is executing an aggressive plan now gets a bonus to aggressiveness so it
can continue to execute it
- fixed some issues with ai plan executing
- Japan now warned that going against philipines will make the allies its enemy
most likely
- tweaked aggression settings on plans. ai now a bit less aggressive to not open
itself to encirclements
- soviet now less keen on sending volunteers unless china is doing badly
- fascists at war now need better overall status before its ok with spending a lot
of PP on relation boosting
- Ai now more careful with naval transfers around UK
- german ai now focus less on TAC and more on fighters
- Romanian AI will now try to improve relations with Germany in preparation of axis
joining attempt
- added some ai strategies to focus ai on recently invaded areas
- made ai prefer land routes over naval routes a bit more for trades
- Ai can now trade for partial resources (eg less than 8) depending on how many
factories it has
- Germany will now care less about light tanks early which should net it more
medium armor later instead
- Germany will prefer more suppression garrisons after Poland falls and will have
higher priority to research military police for them
- Japan should now weigh the invasion tech higher if its at war with USA or china
is down
- Romania will now go free trade and focus more on oil focuses after it joins the
axis
- AI will now be more likely to enable women in the workforce if low on manpower
- germany will now be more careful around total economic mobilization
- ai now are less reluctant to trade with countries that have dangerous convoy
routes
- US AI should now pick fascist demagogue/communist revolutionary if required for
their focus tree
- ai will now need better front relative strength to go for aggressive stance
- made the default suppression template a bit bigger and also targets correct width
- Germany will prefer more infantry/manpower focused doctrines in mobile warfare
- ai will now only use top prio plane assignment if its enemy main target home area
- ai will no longer waste air superiority missions where it planned to put bombers
but lacked bombers
- lowered fighter amount ai thinks it needs to disrupt enemy bombers
- Brazil will now go free trade later in the game to alleviate some of the rubber
lack if japan takes it all for itself
- Romanian ai will now try to build up a better infrastructure towards soviets to
help with future invading
- Several research weight tweaks to help germany pick better stuff
- USA will prioritize hawaii more as a way to cover pacific
- German AI told, again, that Sweden is not dangerous and doesn't need to be
invaded
- Germany should now build a bit more support equipment
- soviet will now prioritize quantity over quality on inf equipment
- soviet will avoid decisions that take its political power instead of saving up
for manpower laws
- sov ai more careful with prospecting decisions and manpower laws
- more soviet fixes so they dont waste PP on other stuff than manpower when under
pressure
- soviet will now make a bit more artillery
- lowered score for soviet naval ideas to keep focus on the whole german situation
- improved AI priorities for crypto techs
- Ai now evaluates front strenth more accurately
- added slightly smarter AI for evaluating requesting expeditionary forces
- Several improvements to AI ship building logic. It can now work with roles just
like for divisions
- Used higher precision numbers for AI equipment priority calculations as a brute-
force method to avoid overflows from unpredictable scripted values, and simplified
the logic for how AI determines best equipment for each role.
- Tweaked AI strategies to better balance GER, SOV, and JAP.
- Fixes for AI not respecting max number of factories on a production line.
- air ai now needs 25% of provinces to be controlled by enemy to consider a region
has is shared between him and enemy when prioritizing
- AI improvements for keeping naval invasions consistent on save & load
- ai naval invasion order unit assignment improvements
- main enemy of a country now gets a prio while assigning airplanes for combat
zones
- added a strat for usa to focus less on defense if there are no nearby wars
- AI better at evaluating efficiency loss on production lines
- Lots of AI tech prioritiy changes to make AI research more good naval stuff and
to prioritize the right other techs for most winningest results
- Lots of changes and improvements to naval ai
- reduced the massive boner the AI had for infantry weapons III
- AI should no longer prioritize naval doctrines quite as much, and will
dynamically attempt to catch up in air doctrine research if it is sufficiently
behind land doctrines
- Fixed so Venezuela no longer demands Curacao on historical focus
- Made Romania not declare war on Bulgaria if Bulgaria joined the axis but Romania
hasn't (yet), if it's historical mode.
- slightly reduced AI weight to research better infantry weapons for small
industrial bases
- historical German AI plan now has attack on Soviet union closer to historical
date

##################################
# UI
##################################
- Trait flavor descriptions now use proper lore text
- Tooltip for checkign number of subjects now show correct
- Polish-Lithuania decision now says "Poland and Lithuania" instead of "ourselves
and Lithuania" since Lithuania is also able to take the decision
- Added a colon and space to localisations for hot/cold acclimatisation
- Spelling is hard :( (aclimatizes -> acclimatizes)
- Fixed flag for colonial troops not showing up when adding their templates
- Fixed modifier for acclimatization not showing as %
- Faction names in certain news events are now referred to in their proper definite
form when a country capitulates.
- Fixed comma issue in equipment bonus tooltip for ideas
- fixed an issue where Italian focuses would fire the wrong faction join events
- added a missing description for a Romanian focus
- fixed a couple gui issues with strategic bomber targetting gui
- Now a proper mouse cursor is displayed when mouse over the naval port with
selected divisions and it's impossible to naval transfer to that location.
- fixed typo in Japan focus 'Found our Faction'
- Change some localisations of Naval Factories to Naval Dockyards, and changed some
Less Thans to Fewer Thans
- Polish Socialist Party -> Communist Party of Poland
- Adjusted Shogi icons for Japanese subjects.
- Fixed typo in "germany.104.a"
- Fixed typo in "news.210.d"
- Fixed tooltip on the Reduce Autonomy button to show the proper Political Power
cost, instead of the cost for increasing autonomy.
- Improved the formatting of the random effect tooltip to indent properly, not
include brackets, and allow a numeric formatting of the chance value.
- AI will now take into account a variety of factors when invited to join an
alliance via event, such as relations, wars and majors
- Subjects in peace conferences are now referred to as Subjects, rather than
puppets.
- selection fixes to observe mode
- Consolidation button now check only the selected divisions templates, not all
divisions in the army.
- Fixed missing localization string in the pop-up window shown to the recipient of
a modified license production agreement
- Toned down the selection glow in theaters a bit
- Right Clicking is now an possible on nation/territory release to go to the
location on map
- Remade naval, tactical and strategic bomber unit category icons to make them more
distinguishable
- Autonomy states now have 2 decimals in their numbers
- Fixed icon for unsynced cloud save item.
- Added browser navigation buttons to launcher legal notices browser.
- Account creation adjustments, removed unnecessary fields, added marketing
permission checkbox, rearrange UI, and implemented auto-login in after successful
account creation.
- Clicking armies in naval view now changes mapmode to land mapmode
- Archetype Icons for AirTypes on Request Lend Lease now showing their proper image
where before there was empty space
- Fixed some issues with new SOV infatry equipment tech icons
- changed SAF decisions to liberate countries to display a progress bar
- Split custom difficulty into separate window together with new custom game rules
- Game will now publish playing status on steam to your friends, opt out with
show_game_status=no in settings
- Fixed various typos in the terrain map tooltips
- Added missing tool tip for Privacy Policy button in main menu.
- UI rescaled for decisions so there is a little bit more space for decision name
localisation.
- added a notification event for the US if Britain accepts Destroyers for Bases
agreement
- In construction map mode, when building land or coastal forts, the more useful
map icons are shown (air bases, naval bases, VPs) to help decide on placement.
- h button now puts armies on hold even when multiple of them is selected
- naval production now displays end date instead of production speed
- its now possible to plan more than one invasion out of the same port
- Tooltips from effects where we diff modifiers now properly display diffs of non-
diff flagged modifiers o_O
##################################
# Modding
##################################
- Fixed last enabled mods not working when you start the game with -nolauncher
- Fix for minor issue in dynamic lists for scripted guis
- fixed scripted gui tooltips being glitchy on hourly tick and some clicking
problems
- Ships can now have tech levels that affect their 3d model, and the right one will
get picked. default is 0.
- Badly scripted divisions with invalid div-templates, will no longer CTD.
- Fixed has_navy_size trigger to work with type count or generic ship count, not
just archetype count.
- Fixed clamp on targeted decision days until removed to reliably clamp the minimum
to 1.
- Added error logging for incorrect victory points in history and avoided a
potential crash in this case
- incorrect error logging on division template scripting no longer risks crashes
- added ai_research_log command to toggle on loggign of ai research picking
- new ai strategy naval_mission_threshold to control when some missions are ok to
run
- Added an AI strategy to block upgrade of a production line to newer equipment if
the efficiency loss is too significant.
- Added trigger to check for deployed army manpower in a state.
army_manpower_in_state = { state = ID amount > 2000 type = armor (optional) }
- Added effect remove_decision. Removed specified decision without running
remove_effect or putting it on cooldown.
- Added effect remove_decision. Removed specified decision without running
remove_effect or putting it on cooldown.
- Added ability to set state = all when triggering a civil war.
- Using show_modifier = yes on a building now makes it print its modifier or not
- Added variable support for add_equipment_to_stockpile effect
- Added has_country_leader_with_trait triger
- Added swap_ruler_traits effect. Syntax: swap_ruler_traits = { remove = <trait>
add = <trait> }. Makes nicer tooltip than removing and adding.
- Added on_civil_war_end_before_annexation
- Added triggers is_exiled_in and is_hosting_exile
- Added effect: remove_exile_tag to make army leaders no longer be considered exile
leaders.
- Added triggers: is_exile_leader and is_exile_leader_from
- Added option to use From for targeted modifiers on targeted decisions
- Added modifiers legitimacy_daily targeted_legitimacy_daily to increase country
legitimacy
- Added effect set_legitimacy
- Added triggers: is_exile_host is_government_in_exile has_legitimacy
- "reload assets" now recreates all on-map assets so you dont have to force a reset
- Added effect become_exiled_in = { target = <Host tag> legitimacy = <0-1> starting
legitimacy }
- Added global.year variable. Returns 1936 at game start.
- Added separate army_ratio, navy_ratio and air_ratio size modifiers for
start_civil_war. Updated documentation for the effect.
- Added support for swapping timed ideas in swap_ideas effect
- Loosened scope checks on the and, or, and not triggers, including the limit
trigger of if triggers and effects, so that they also work with empty scopes, such
as directly within on_startup.
- Added modifier for training_time_air_factor
- Decisions can have a name field to override the key used for localization, just
like is already supported by ideas.
- Added modifiers for license production of specific equipment archetypes:
- license_infantry_eq_tech_difference_speed_factor
- license_artillery_eq_tech_difference_speed_factor
- license_light_tank_eq_tech_difference_speed_factor
- license_anti_tank_eq_tech_difference_speed_factor
- license_infantry_eq_production_speed_factor
- license_artillery_eq_production_speed_factor
- license_light_tank_eq_production_speed_factor
- license_anti_tank_eq_production_speed_factor
- license_infantry_eq_cost_factor
- license_artillery_eq_cost_factor
- license_light_tank_eq_cost_factor
- icense_anti_tank_eq_cost_factor
- Added building_level@building_id to get level of a state building
- Enabled the inclusion of random effects as child effects, even for those that can
already use the random token to indicate a random time span for firing the effect.
- Added ability to script a priority for puppet actions in peacedeals
- Added master_ideology_drift modifier
- Added has_rule trigger. Example has_rule = can_puppet
- Extended has_wargoal_against trigger to also look for a specific type if desired
- The create_wargoal effect can override the expire value of the wargoal type.
- Added effects. add_province_modifier remove_province_modifier to add and remove
static modifiers on provinces. Best used for weather like effects.
- Added option to have custom province modifiers show up as icons when clicking the
province.
- Added option to script custom weather modifiers to show as mud on the map
- Added possibility to use scriptable UI in decision categories.
- Added province highlighting to decisions. highlight_provinces = { id id id }
- Added support for random_list in scripted localisation
- Added set_faction_effect = SOME_LOC_KEY. Set current country's faction's name to
whatever the key localises to.
- added trigger has_country_leader_trait
- added support var accessing variable stored on another variable (set_variable =
{ a = ENG } set_variable = { a:c = 123 }
- Added new modifiers for separately control the output of refineries and changed
refiniery techs to fuel bonus instead
- added add_nuclear_bombs & scoped_sound_effect effects
- added unit_modifiers.txt to support adding modifier for non hard coded sub units
& sub unit categories
- general scripted gui fixes & added list/grid support for scripted GUIs
- added launch_nuke effect
- added num_equipment variable for countries
- added initial implementation of scriptable diplo actions
- added array support and effects / triggers for arrays
- Decision categories can include visible_when_empty = yes to make them show if
they include no currently showable decisions, but otherwise would be allowed to
show.
- Added weekly_manpower modifier which will increase a country's manpower by the
specified amount each week.
- Fixed has_navy_size trigger to work with type count or generic ship count, not
just archetype count.
- Improved has_navy_size trigger to also work with sub unit definitions, and
updated relevant scripts to use unit instead of archetype.
- there is now a land type for traits which means its ok for any type of land
general, but not admirals
- inherit_technology effect can now copy a nations technology state to another
- Added modifiers refit_speed, navy_refit_speed, refit_ic_cost and
navy_refit_ic_cost
- Added modifiers {naval_,land_,air_}equipment_upgrade_xp_cost to scale the xp cost
when creating a variant
- added trigger casualties_inflicted_by
- Add repair_speed_factor modifier
- Added member show_modifiers to unlock_decision_tooltip
- Added on_action for when a PotF is sunk, called on_pride_of_the_fleet_sunk
- Added trigger has_mined to check the number of mine planted by a country on the
coastline of another
- Added trigger received_expeditionary_forces to check the number of received
expeditionary forces from a specific country
- Add experience_gain_X _combat_factor and experience_gain_ X_training_factor, with
X for each ship type
- new define for controlling frequency of port strikes:
PORT_STRIKES_DELAY_MULTIPLIER
- added round_temp_variable trigger
- fixed GetName on state vars not working
- targeted variables can support variables in target path (you can do a@b where b
is a variable that stores a scope)
- Allowed Trait Tree Window to have an arbitrary amount of columns
- Added scripted trigger support for controlling diplomatic action selectable
status, plus examples for implementing game rules for giving and revoking
guarantees.
- Added trigger has_subject.
- Added console command eval_effect for executing effects
- added has_start_date check possibility to history
- added a strategy for controlling fuel buffer for a nation
- made target switching in scripted localization case insensive
- Added a scripting profiler to make it easier for mods to performance tune (a
guide will be published on the forum for the details)

##################################
# Balance
##################################
- Increased speed of superheavy tanks from 3.5 to 4 as this is the minimum the game
actually models.
- No longer possible to create divisions consisting of only support units
- Made Offensive Doctrine field marshal trait more powerful (-10% reduction in org
loss while moving -> -50% and +1 attack)
- Increased Embargo opinion modifier from -100 to -500 so it more reliably prevents
trade
- Australia and South Africa's Abandon Westminster ideas are now on a 3 year timer.
Germany's Align Hungary and Romania ideas are now on 2 year timers.
- Removed some specific references to Hitler being used in case of alt-history
shenanigans
- Suicide craft and rocket interceptors now use service manpower
- Divide divisions between each side of a civil war, even if they are on boats
- ahead of time bonus now reduces the year of a technology instead of reducing the
bonus
- Slashed all positive opinion values in half.
- changed -75% cost to 300% tech speed in focus trees
- changed -60% cost to 150% tech speed in focus trees
- changed the 50% cost to 100% tech speed in focus trees
- changed 25% cost to 50% tech speed in focus trees
- changed JAP_ultimate_deterrence sharing group to 20% speed bonus
- Ahead of time bonuses rebalanced old 100% = 2 years now
- bicycle infantry now correctly benefits from support weapons
- naval air designers now give boosts to carrier plane stats
- US liberty ships national spirit now reduces production cost for convoys
- Halved the warscore value of casualties taken
- Lowered warscore impact of bombing by 50%
- Long lance torpedo now has a 20% screen penetration bonus rather than range
- Reduced player Political Power penalty on harder difficulties
- Democracies now actually cause world tension when declaring war (altho reduced)
- Slovakia now inherits Czech tech level if released by Germany, Austria-Hungary
inherits Austrian and Czechoslovakian tech levels if those countries decide to join
peacefully
- Hungary now gets a small amount of naval XP from its navy focuses
- Blizzard and heavy rain now have heavier penalties to naval strikes
- Logistics companies now reduce fuel usage
- country boost sliders now also reduce fuel usage for that nation
- improved Nationalist starting positions during SCW
- Order 227 now also increases mobilization speed by 10%
- Order 227 can be taken 5% earlier and gets slightly increased mob speed
- anti-air of navies will now reduce incoming enemy air damage as well as shoot
back
- Changed number of daily port strikes to 3 (8 hour cooldown)
- Reduced naval strike str damage from 3.0 to 2.5
- Reduced naval strike org damage from 3.0 to 2.5
- Cut amount of planes that may naval strike daily to 1/3 of previous value
- Land AA now reduced number of planes that can join port strike mission
- Rebalanced naval doctrines to fit new gameplay

##################################
# Database
##################################
- Each generic ship class tech level new has unique art
- Renamed "Communitas Proletariique Romani" to "Communitas Proletaritasque Romana"
- Changed Soviet tank names and restored KV-2's old picture
- Removed 1936 destroyer tech from Turkey and changed their 4 destroyers to be 1918
variants
- Changed some airbase locations in Mexico
- Changed some trigger localisations from "less than" to "fewer than". Changed
location of Scapa Flow VP and port. Added Truro and changed Cornwall to South-West
England.
- Canada now changes her cosmetic tag depending on if her puppet master/releaser is
ENG or not
- Unlocked early fighters for RAJ to avoid inconsistencies (Raj started with later
tech unlocked)
- Fixed some continental and Raj leader portraits from Waking the Tiger to have
correct file names
- fixed a minor inconsistency in the description of the Cleveland Class Cruiser
- reenabled electronics advisors for WtT players
- Changed Nicaraguan flags so the ahistorical monarchist one isn't in play at the
start of the game
- Removed one, of the two, traits from Paraguay's chief of army
- Moved aluminium from Ireland to Northern Ireland, as is historical!!
- Altered unit positions in Stockholm with the nudger to prevent units disappearing
- Guatamala, Belize and the Bahamas now considered part of South America
- Made the location of various airbases and naval ports more clear on the map
- Changed Morelios from a plains to a mountain. Renamed Aland to Åland
- Gave Yalta trees
- fixed an issue with a European portrait bein capitalized wrong, leading to a
blank being shown
- Added a small list of ship names for Czechoslovakia, based on Czech cities
- Brazilian state Para is now called Minas Gerais and the borders of the Brazilian
states have been reworked
- The path to the Non-Aligned Kenya leader portrait is now fixed
- democratic serbia leader no longer get no portrait
- fixed HMCS Niagara being spelled wrongly. Game once more playable
- fixed a missing picture in a stability event
- rewrote some news events for Greece rejecting the second lubl...lublij....awards
- US now starts with motorized infantry unlocked
- ENG now starts out with artillery production assigned
- The US now starts out with Marines I unlocked
- added a number of resource prospecting decisions for oil in the middle east
- Renamed Australian Beaufighter to Beaufighter Mk 21, and gave it appropriate art.
- added Henry Morgenthau as an advisor for USA
- Japanese focus tree should no longer place factories in outlying islands
- the unaligned Japanese party is now properly named after the Kodoha Faction
- added four missing mobile divisions to Czech OOB (with limited and outdated
equipment)
- Independent India now has a different color.
- Added more names to the Polish historical division name lists
- Added more names to the Italian historical division and ship name lists
- renamed the vessel 'Roxborough' to its actual name 'Roxburgh'
- Alf Landon, Thomas Dewey and Earl Browder now have unique portraits
- Made historical general's skill levels more consitent and added a few traits.
- Adjusted in-game Norwich location to match actual location (rather than vice
versa)
- US aid Britain decisions now require Britain to have the same government as the
US
- German Civil War now spawns divisions at the border, to facilitate managing the
initial stages of the civil war when playing without pausing (for instance in
multiplayer).
- Added lots of new VPs to Central and Eastern Europe
- Added cities to states without any in Spain and Portugal
- More cities in states in Siberia to balance the extra ones in Russia
- Added cities to states in Turkey that didn't have any
- Adjusted national starting techs for 1936 and 1939 to reflect new oil tech
system.
- added female spanish names to name databases
- Grand Turk now has Cockburn
- Splits Baltic Sea into three regions. Also updated some weather markers around
the world.
- Made ports prettier in Greek islands, added VPs to Pakistan
- "March to the Sea" now gives a core on West-Banat.
- Removed Aluminum from French Guyana, slightly increased Aluminum in British
Guyana and Suriname. Moved half of Macaraibo oil production to Curacao to represent
oil refineries there.
- fixed missing Botswana country leader's portrait
- Replaced Greek core on Constantinople with claim. Added core to Form Byzantium
decision.
- Adjusted Rheinland and Sudetenland events to no longer fire for ENG if ENG is
going undemocratic.
- Implemented fixes by Myzael for War Bonds decision. Now properly increases in
cost and applies proper war support.
- CZE sudeten focus now properly gives GER all the states it should.
- Fixes for Mol-Rib pact and Sov Eastern Claims
- Adjustments to Polish focus tree taking into account the new Katowice state that
was added during WTT.
- added idea icon for Walter Krueger
- Renamed Bromberg to the proper Polish name
- Added traits to Chamberlain and Churchill
- Added trait for Stanley Baldwin, and added requirement for George VI to be king
for him to resign
- Changed some Italian Ship prefixes
- Rebalanced various VPs. Also added "will lead to war with x" to some Japanese
focuses.
- added Panay incident event chain

##################################
# Stability & Performance
##################################
- Fixed CTD when a unit embark for naval invasion the same tick a province changes
owner preventing the use of strait and thus the naval invasion to find a path.
- Fixed several division by zero issues
- Fixed a potential CTD issue on calling of allies to war
- Fixed a possible memory leak when loading a save game.
- fixed a leak while debugging scripted gui ais
- Fixed a memory leak in production equipment window.
- Fixed a division by zero issue in ideology compare trigger
- Fixed an issue where calling allies to war could ending up in inf loop under rare
circumstances
- Fixed a blinking screen issue when switching between certain map modes.
- Fixed various number overflow issues
- fixed a CTD that was caused by a typo in name list history files
- Optimized region occupation checks in air wing AI by precalculating self and
enemy occupation status once for each region.
- Optimized daily tick by skipping costly achievements view update if the
achievements view is not shown.
- Fixed OOS linked to the effect save_event_target_as
- Fixed CTD when tooltipping air mission buttons, while all DLCs are disabled.
- Optimizing gradient borders memory usage
- Switching mapmodes no longer sometimes give 1sec spikes.
- Fixed a memory corruption when going back to main menu from ingame
- Fixes to the stability issues in loop history related to the backward
compatibility with old saves.
- Fixed access of invalid stack pointer to a "from" event scope.
- Fixed memory leak in division list.
- Fixed a CTD caused by a winner puppetting another winner during a peace
conference
- Naval pathfinding optimization
- Performance improvement of naval strength comparison triggers
- Optimized checks on active decisions
- optmized garrison order sorting performance
- improved scheduling of AI hourly ticks for threads
- Improved performances of unit stack map icons
- Added a cooldown to the pathing done by the UnitController when it cannot move a
unit to the front to have it spam less
- Improved the performance of front rebuilding
- some performance improvements with unit assignments
- improvements to OpenGL texture handling
- Optimizations to particle system effects

################################################################
######## Hotfix 1.5.4 "Cornflakes" ########
################################################################
- Added information dialogs to comply with the EU General Data Protection
Regulation (GDPR).
- Fixed an issue common in China where takeover of nation territory from events and
during war would drop all foreign occupation.
- Fixed a crash in some mods when an admiral would gain spotting traits in a
certain order.
################################################################
######## Hotfix 1.5.3 "Cornflakes" ########
################################################################

##################################
# AI
##################################
- Improved ai use of planes and air missions

##################################
# Bugfix
##################################
- Hotjoining in multiplayer or loading saves no longer breaks the 3d model viewer
- 3d model viewer has some improved UI work and avoids overlap on designer icon in
tech screen
- Manchukuo assertiveness focus now grants new puppet level as expected
- Restored diplomatic information of friends and enemies list immediately after
reloading a save.
- Prevented extreme cases of unoccupied countries with no remaining war support
from immediately surrendering to an enemy in an offensive war after winning a
separate defensive war.

##################################
# Stability & Performance
##################################
- Added safety layers to rendering that should hopefully avoid some crashes on OSX
and on AMD gfx cards
- Added a performance optimization tied to non-existant nations calculating
strategies, was more apparent on big mods
- Fixed a rare crash when a country tried to declare a war on a puppet of another
country that is in the same faction as aggressor.
- Fixed a rare CTD case when someone accepts invitation to a war when they
shouldn't have.

################################################################
######## Patch 1.5.2 "Cornflakes" ########
################################################################

##################################
# Feature
##################################
- Now it's possible to view the 3d models in the division designer and in the tech
view. Also in the division designer, it's possible to choose a preferred 3d model
to be used by that template.
- Free Battleships DLC that never really worked, has been moved into the base game.
- Holding shift now creates army group fronts without creating sub army fronts

##################################
# AI
##################################
- Garrison order improvements
- Fixed AI not using its military factories to their fullest when it is not in need
of equipment. Now it will produce stuff as long as it has enough resources
- an AI chinese warlord that is at war with Japan will now be very eager to join
the united front.
- Added AI strategies to the Baltics and Finland to make them more eager to join
Germany's faction if Germany has chosen "Safeguard the Baltics" and/or "Support the
Finns".
- Made german AI focus more on non-civilian construction between 1937-40
- Some improvements for naval leader assignment to reduce reshuffling.

##################################
# UI
##################################
- Listed save games now has proper "hover mouse over" effect
- Fixed army insignia positioning.
- New portrait of Von Lettow-Vorbeck for GER.
- The colored background on army groups along the bottom of the screen now
intercept mouse clicks, not letting them click through to the map and select stuff.
- Popup windows for declaration of war, peace, and a few others will now auto-close
after timeout when running a hands-off or any other case with human AI turned on.
- Added a confirmation pop up while assigning every unit in army to a different
army's front orders
- Added drag & drop to reorder theater groups & pinned regions
- Added drag & drop to reorder armies & army groups
- Soviet scorched earth tactics decision now has a tooltip showing the effect
- moved check for low popular support in PRC tree to a scripted trigger to make
bypass tooltips more appealing
- Scorched Earth decisions are now hidden if they would have no effect
- When choosing divisions to use as volunteers, the interface should now keep
selection when game is running. Would previously deselect all, as the interface was
refreshed.
- Tooltip for creating ocuntry leaders with traits look similar to how traits are
displayed in the country view.
- Added timer icon showing that low efficiency can be due to air wings recently
arriving in a region.
- Added an explanatory tooltip to Manchukuo seize arms decisions.
- "Field marshal traits now go red if assigned to command an army. Added tooltip
that explains it when the trait is hovered.
- Added an advisor tooltip to "The Unthinkable" option.
- Fixed some trait squeezing problems in combat log screen when there are too many
traits.
- Added order highlighting when mouse hovers over army shields in theater or plan
execute/stop buttons

##################################
# Modding
##################################
- Removed duplicate static_modifiers script. the ones in modifiers folder is what
we use now
- transfer_navy and transfer_ship effects can now use scope targets for their
target (e.g target = FROM)
- Mods marked as dependencies are now loaded in the correct order
- Added on daily action (use cautiously!)
- Added validation of equipment bonus when ideas are loaded.
- Added cancel_if_not_visible parameter to decisions. Cancels a decision if it's
visible trigger is false.
- Generating the exact same type of wargoal against the same country now ignores
the effect.
- Enabled equipment bonus validation for modders
- Added define to tweak color of invalid trait
"TRAIT_INVALID_FOR_ASSIGNMENT_COLOR".
- Added modifiers static_anti_air_damage_factor and
static_anti_air_hit_chance_factor.
- Now it is possible to create your own interfaces with mods. Windows, buttons,
textfields, and it's actions can now be scripted.
- Value triggers are now accessible as dynamic variables.

##################################
# Database
##################################
- Updated game credits.
- "Danzig or War" now gives core in Danzig.
- "Reassert Eastern Claims" now gives core on Memel.
- Sun Tzu Reborn achievement is now possible to achieve (requires level 9 Field
Marshal).
- Communist Byzantium now has the correct flag.
- "Expand the Imperial Guards"-spawned troops for MAN are no longer locked
- Industrial Land Appropriation no longer repeatable for the same state.
- Fixed date requirements for AI values for Ichi Go and Test the Soviets decisions
(AI was not prevented from taking these before certain dates).
- Reworked Anschluss bypass conditions.
- Fixed correct state for "Ostwall" forts.
- Fixed art for Japanese Last Stand command power ability.
- "Support the Anti-Fascist War" and "Guns for the Anti-Fascist War" decisions are
now targeted decisions.
- Adjusted Polish and German provinces and states to make historical German WW1
borders possible, as well as adding Oder-Neisse line.
- Adjusted Vojvodina and Serbia states to make Austro-Hungarian borders more
historical.
- Renamed "Alsace" to "Alsace-Lorraine", and "Lorraine" to "Franche-Comte"
- Added 1x BB tech bonus to French focus "Capital Ship Focus" to bring it in line
with "Carrier Focus".
- ai strategy databases are reloadable now
- enabled Japanese equipment names for Manchukuo
- fixed a few naming issues in German name list
- A nationalist China losing a power struggle will now get a cosmetic tag to
distinguish it from new nationalist China. If a warlord who has previously taken
over nationalists loses a power struggle, they will lose their cosmetic tag. This
should fix the 3 China issue.
- changed flavor name of a Manchukuo rifle after two hour discussion of Manchurian
small arms development
- added Paul von Lettow-Vorbeck as a general to Imperial Germany
- Updated 'The People Have Stood Up' achievement to better fit description in
steam.
- Updated 'My Ships Don't Lie' achievement to fit description in steam.
- Fixed a duplicate name of a German destroyer
- Fixed a few naming inconsitencies in French Division Namelists and Added new
Namelist for late-war French Armored Divisions
- Elsass-Lothringen and victory points now renamed back to their French
counterparts of France wins the war and retakes it.
- Several text translations has been added and improved.
- Fixed some inconsistencies in name lists for French-speaking countries.
- Renamed Communist Roman Empire to Communitas Proletariique Romani.
- Removed Zhang Lan as Nationalist Chinese Democratic leader due to previous
communist committments (replaced with Weng Wenhao)
- Soviet volunteer group and flying tiger focuses now bypass if someone else has
already completed that focus to avoid doubles.

##################################
# Balance
##################################
- Whampoa College National Focus now also adds 1 planning point to existing leaders
as well as new ones
- Starting land doctrine techs now have normal tech base costs (so now at 50% of
before)
- Slightly rebalanced chance of French intervention resulting from Return of the
Kaiser.
- Production bonus can go negative now and slow down your equipment production
- Generals gains less XP as combats drag on (down to 10% in a month)
- Generals gains more XP if they are dealing more damage compared to enemies (up to
4x while you are doing 4x damage compared to enemy)
- added an option to Chinese provocation event that allows Japan to withdraw from
the continent
- Winter War peace treaty no longer hands over Petsamo (SOV will have to get that
the hard way)
- Neutral ideology is now allowed for puppets.
- Halved the extra wounding chance on the reckless trait
- Cautious trait now reduces chance to get wounded (making it the polar opposite of
reckless).
- Changed mobilization impact from positive war support to 30 % (up from 3%)
- japanese ideology advisors are now only locked behind focuses for Waking the
Tiger DLC owners
- Reworked the Assertiveness Branch of the Manchukuo Tree:
- added a decision unlocked from taking control of the railroads that gives 4
CIV factories over the course of a year
- removed factories from legislative council, purge general affairs and control
the railroads
- purge the general affairs council now removes Kwantung veto
- bolster nationalism now allows recruiting bandits. if bandits are still active
in the country, taking these decisions removes the spirit
- added a decision to local arms procurement that adds an idea giving
dramatically reduced cost for small arms at the cost of reduced reliability
- removed autonomy gain from Assertiveness focus (made no sense)
- added a decision to five people armies allowing the raising (and disbanding)
of Manchu Banners, represented by 5 large infantry divisions
- added a decision to the purge general affairs council allowing player to pay
command power to seize Japanese army depots in the case of war, giving increasingly
large injections of equipment into stockpile and corresponding attack and defense
penalties to Japan for a limited time
- reduced the impact of bolster nationalism spirit
- "Changed Command Power cost for Communist China's Infiltration decisions (-0.01
=> -0.2) and the Nationalist/Japanese counter (-0.05 => -0.1).
- Increased command power cost (-0.02 => -0.2) for gaining army support in
preparation for a civil war. Old values were not rebalanced properly after major
system rework."
- Added surrender limit penalty when at low war support. Scales from 0 to -30%.
- Reduced air superiority stat of strategic bombers.(1 => 0.01)
- Increased heavy fighters air superiority (1 => 1.25), so they are better at
something that isn't shooting bombers...
- Lowered impact on speed due to enemy air superiority (-0.5 => -0.3).
- Lowered impact on defense due to enemy air superiority (-0.5 => -0.35).
- Changed cap of "Air support" modifier from CAS assisting land unit in combat from
21% to 35%.
- Division anti air reduces damage to the division caused by close air support
attacks, in proportion to the AA's ability to shoot down planes.
- Corrected AA damage reduction tooltip to show numbers in red.
- Reduced factory output penalty from long march spirit for PRC (now -15%/-5%, down
from -25%/-10%).
- Changed penalty from Chinese idea Illegal Regime (-0.35 => -0.2)
- Last 3 radar techs now increase aim of static AA guns by 20% each.
- Each intermediary AA tech now adds 8% damage reduction from enemy bombers.
- Each AA equipment unlock now increases static AA damage output by 10%.
- Air bases now take 50% less damage from bombing.
- Reduced negative production modifier for Canada and Australia's version of the
great depression (for TfV owners).
- The German War Economy Focus now requires 50% war support.
- MEFO bills base cost reduced by 0.05 PP, added -5% Consumer Goods, and increased
build speed bonuses to 25%.
- Rebalanced Nationalist Chinese Focuses: Welfare Focuses now give 10 War Support
(up from 5), Democracy Focuses that gave stability or War Support have been
increased to give 10 instead of 5, added a military factory each to expanding the
Taiyuan and Hanyan Arsenals.
- Balanced temperatures for commando trait to < -15 or > 27.
- Chinese Scorched Earth Tactics and Industrial Evacuation Focuses reduced to 35
days.
- Made MEFO PP cost now be substracted -after- modifiers to PP are applied,
resulting in a more logical tooltip, and a net PP increase for the player compared
to how it was before.

##################################
# Bugfix
##################################
- Improved Spanish translations.
- Took map wrap-around line in the Pacific into account when computing a state's
center point, correcting East Siberia's center from its previous position in the
Norwegian Sea.
- Stopped the Focus.IgnorePrerequisites cheat from being used in an ironman game by
first turning it on in a normal game.
- Prevented various exploit methods which could pull divisions out of naval
transfer convoy combat by cancelling or changing division orders.
- Fixed incorrect default of convoy efficiency when writing persistent data, which
had a small chance of causing out-of-syncs.
- Fixed daily change in party popularity being inaccurate.
- Changing of ruling party to unaligned now cancel all boost party popularity
- Naval combat report will now only appear if any damage has been dealt
- Fixed naval combat report not mentioning some losses when merging with older ones
in the same province
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Fixed port strikes with no participating planes
- Fixed planes shot by carrier fighters not showing in the strategic air view.
- Air permission can no longer be obtained from both side of a war and observe
similar restrictions as land volunteer.
- Added nb used convoys and nb free convoys to the checksum for OOS detection
- German historical DLC now properly enabled all picture replacements for events
- Fixed a loading order issue that could mess up some triggers for ideas on
starting the game
- Japanese surrender events for MAN/CHI no longer incorrectly mentions transferring
Korea to MAN/CHI control.
- Return of the Kaiser event when rescuing him through war now triggers upon
control of Holland state; previously triggered from capitulation which could bug
out if Holland was not in a faction when it surrendered.
- MEFO bills are no longer removed if Anschluss is rushed before the bills are
extended a second time.
- Drastically increased the WT generation required for UK to want to kick Imperial
Germany out of its faction when having taken the "Alliance with the Shade" focus.
Germany now needs to have created 81% more WT than the faction average, up from
34%.
- "Support Anti-Fascist War" decision for USA now correctly removes off-map
factories again after the duration ends.
- Fixed some possible problems with text save games while writing arrays
- Fixed a crash after user directory is cleared using the launcher while there are
enabled mods in it
- Fixed research all cheat not working for some of the researches
- Fixed a bunch of typos
- Added localization for 'send attaché' action in diplomacy tab/country list screen
- Fixed UI scale glitches with equipment stockpile line graphs
- added a bypass for Build up manchurian army focus in japanese focus tree
- added a bypass for Communist Chinese focus if low_popular support spirit is not
present
- fixed critical spelling error in bombing damage modifier tooltip
- fix for unlocalised bypass requirement in Soviet Advisers focus
- the opinion bonus from Italian befriend Japan focus is now correctly applied to
Japan
- integrate the warlord army decision now transfers any generals and only creates
leaders if the target has not taken personal leadership focus
- Fixed general selection menu stating that Field Marshal can "command 5 armies"
when it should be "24 division".
- Fixed tooltip for how many divisions a corps commander can control showing up
when trying to assign a Field Marshal.
- Fixed invalid equipment bonus for PRC_peoples_war, PRC_maoism, CZE_naval_focus
and bofors.
- Ichi go spirit targeted modifier now works against all the Chinese nations.
- Added attache relation gfx for diplomacy view
- Command power cost on abilities now displays 2 decimals.
- Fixed tooltip for integrate warlord decisions using a flag with wrong
localisation.
- Fixed integrate warlord decisions effect running immediately instead of after
90days.
- Re-added localisation for custom tooltips in Chinese Industry Relocation
decisions.
- Removed auto call for faction members when a country is the target of war
declaration.
- Navies on convoy escort missions now try to help allies if there are no friendly
convoys to help.
- Fixed 'org loss while moving' leader modifier not being applied
- Volunteers sent to a countries which became enemies, will now be sent back home
(so your divisions don't fight on both sides of the conflict).
- Fixed yet another grammatical issue in texts about the attaches.
- XP is now awarded in the case of unit being destroyed with nowhere to run and for
overruns it is awarded to units both in current and in destination province if
enemies.
- Fixed bug where a cavalry 3d models didn't get a proper winter camo
- Fixed volunteers not properly being sent back to their rightful owner.
- Corrected British division namelist to use brackets instead of apostrophes.
- Changed scavenger trait to additive modifier
- Fixed a broken bypass in Japanese Liberate Manchuria focus.
- Changed completion trigger for 'Fuhrer directive 21' mission to include allies
controlling the required states.
- Added scripted trigger for a state being controlled by ROOT country or an ally to
them.
- Fixed Austria-Hungary being formed multiple times as a result of ""Rekindle
Imperial Sentiment"" focus.
- Fixed Austria-Hungary news event referring to ""Austria-Hungary taking the
lead"". Now correctly refers to country's old tag.
- Re-Forming Austria_Hungary now flips government to Unaligned and makes Otto von
Habsburg country leader.
- Hungary can now choose ""Tade Deal with Germany"" focus with non-Fascist Germany.
- ""Break the Anglo-French Colonial Hegemony"" focus now also correctly gives
claims on Palau, Papua, and Samoa.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-
Lorraine"" focuses are now also available if France is puppeted or if Germany owns
Alsace-Lorraine.
- ""Reinstate Imperial Possessions"" and ""Reintegrate Luxemburg and Alsace-
Lorraine"" focuses now rename Alsace-Lorraine to Elsass-Lothringen, Strasbourg to
Strassburg, and Mulhouse to Mulhausen.
- Greater Hungary can no longer be formed if Austria-Hungary was formed via the
""Rekindle Imperial Sentiment""-spawned decision.
- Fixed panzer_leader trait not gaining xp if a non-armor unit was participating in
the combat. Now it gains xp if more than 40% of the army under the leader control's
is armored at the time of the combat.
- Reworked the AI's pathfinding algorithms, so it should now take more reasonable
routes, when it comes to combinations of land and naval transportations.
- The battle plan window is now hidden in naval and air map mode.
- Fixed drag and drop causing 'new army' portrait to ignore clicks
- Added temporary penalty for assigning airplanes to a new region or receiving
reinforcements.
- It's no longer possible to capture naval/air equipment when it gets destroyed in
land combat.
- More fixes in the texts translations.
- Fixed a wrong tooltip in Manchukuo Five People Armies focus.
- Fixed two wrong cavalry division names in British name lists.
- "Danzig for Guarantees" now renames Poznan to Posen, if accepted.
- Added bypasses for "Align Hungary" and "Align Romania" focuses, if they are in
Germany's faction.
- "Reinstate Imperial Possessions" and "Reintegrate Luxemburg and Alsace-Lorraine"
now also transfer Alsace-Lorraine to Germany.
- Nuking now uses the highest VP in the state when calculating war support penalty
instead of specific province nuked. Multiplier from infrastructure is now
calculated before they are destroyed.
- Drawing defensive orders now takes army groups into account when counting
divisions, so it displays the correct number of divisions that will be assigned.
- Fixed tooltip of panzer_leader trait for the xp gain.
- Fixed cancel_trigger for timed decisions not removing, but instead executing
remove_effect if the mission was completed.
- Fixed guaranteeing nations not being auto-called into war when neither the
guaranteeing country nor the attacking country are in factions.
- Yalta Conference event now should allocate correct states to DDR and Poland.
- MEFO bills now gives a 20% construction speed bonus to military factories,
dockyards, forts and coastal forts, air and naval bases, AA buildings, and Radar
stations, instead of -20% consumer goods.
- MEFO bills now renew every 180 days instead of every 90 days.
- MEFO bills - Slightly increased the base political power cost and the political
power cost ramp-up.
- Unaligned Germany now loses MEFO bills when the German civil war begins (but is
not required to pay for them). MEFO bills and mission are now transferred to the
Nazi side of the civil war.
- Unaligned/Democratic Germany now gets a temporary "Rebuild the Nation" National
Spirit that gives -20% consumer goods bonus for 365 days, when completing the
"Rebuild the Nation" national focus.
- "Rebuild the Nation" national focus now takes 70 days to complete, up from 35
days.
- Previous "Rebuild the Nation" national spirit has now been renamed to "National
Revitalization".
- Fix issue where scripted events that try to add countries to a civil war were
silently doing nothing if world tension is too low. The world tension check should
not automatically apply to scripted events; the country should just be directly
added to the war, which is now once again the case.
- Fixed nuke events referencing the wrong states/leaders.
- Fixed a spelling error in a tooltip for Attaches.
- Fixed navy leaders not gaining xp.
- Fixed a news event referencing a Hungarian king that didn't necessarily exist.
- Added an appropriate Apostrophe to King's Own Cavalry division.
- Warlords that have inherited the Incompetent Officer national spirit from
Nationalist China can now take the decision to get rid of it.
- The Japanese kodoha national focus path will now only invite Japan to the axis
once.
- Countries on the winning side of a war but occupied by a different faction can no
longer be marked as untouched, allowing them to be annexed or puppeted by the
occupiers even if the actual enemies never did any damage to them.
- Unit leaders go into cooldown when you disband the army now.
- Capped minimum supply consumption to 0.05, so it's no longer possible to get it
negative and suffer huge penalties.
- Forced countries entering into a dependency relation to cancel any war relation
they have between them.
- Fixed the Call Ally diplomatic action to have the recipient join the correct war.
- Clarified Treaty with USSR" requiring "Anti-Soviet Pact" to not have been taken.
- Army group orders now does not mention number of unit information in them.
- Made the call ally tooltip properly indicate when a civil war is not joinable by
an ally due to low world tension, just as it already does for the other country if
they want to initiate a join war action.
- Call to war and join war actions in the diplomacy screen no longer show every
individual war relation in the list of wars, but just the primary one.
- Allowed a country to be invited into peace conferences even if some of their
faction allies are at war with the winners of the war, as long as the country being
invited is at peace with all the winners and at war with the losers.
- Fixed a bug that caused a navy leaders not gaining experience.
- Fixed killing encircled units not giving intended amount of flat experience gain.
- 3d model viewer > Camera moves a bit towards up when you zoom into the model.
- 3d model viewer > multiple technology views being open at the same time, are no
longer showing the same model.
- 3d model viewer > Fixed unit models shown on map, not being updated for allies
when you select a custom model
- 3d model viewer > Several other improvements.
- 3d model viewer > Reduced min zoom levels for 3d model viewer.
- 3d model viewer > Non infantry equipments does not use fallback infantry models
in tech window anymore.
- Fixed drag and drop for armies in the same army group.
- Fixed bug in a war relations being broken after loading a save.
- Fixed war members calculation that incorrectly excluded friends in a war due to
not being in the main faction, which could incorrectly lead to premature
capitulations.
- Fixed Dispersed Industry IV translation.

##################################
# Stability & Performance
##################################
- Fixed small memory leak.
- Fixed uninitialized variable in graphical settings, which in theory could cause
an undefined game behaviour.
- Fixed CTD when loading a savegames which was related to the air wings.
- Fixed OOS caused by "local resistance" data not being properly cleared.
- Improved initial loading time a bit. The naval distance calculations are much
faster, and is done only once (or whenever a game changes has been detected that
could affect the naval distance calcluations). At every next game start, the
loading process skips the naval distance calculations by just loading the cached
data.
- Fixed peace conference behavior and crash in the case that one or more of the
winners have been occupied by a different winning faction.
- Fixed SS recruitment crashing the game under very specific circumstances.
- Fixed CTD when asking a lend lease to some AI countries within the first day of
the game.
- Puppets surrender with their overlords and any other majors even if they have
been in the war for fewer days than normally required to surrender. This fixes a
crash elsewhere when transferring the puppet in a peace conference.
- Attempt to gracefully skip over opponents who are no longer at war with each
other when cleaning up war relations at the conclusion of a peace conference. This
avoids crashes when multiple peace conferences get initiated and completed
simultaneously, especially due to scripted white peace events.
- Ensured all buildings in the newly-changed Polish and German states are present
in those states, to avoid crashes.
- Fixed CTD on create_unit effect with invalid template name. Now shows an error
instead.
- Mod files created through the launcher tool, are now UTF8-BOM to avoid errors
when using the file later.

################################################################
######## Patch 1.5.1 "Cornflakes" ########
################################################################

##################################
# AI
##################################
- "Desperate AI" improvements, ai know does not switch escape provinces as long as
last one valid and fixed a case where it can try to escape a province that is also
desperate
- fixed a case where armor divisions were being allowed in defense fronts

##################################
# UI
##################################
- Fixed positioning of add army portrait btn.
- Fixed Zaibatsus Challenged tooltip issue.
- Fixed balance, tooltips, and events for ideology switching decisions.
- Fixed border clash focus icons lost gfx
- Added infantry tech level 3 3D model. Copies lvl 2 version.
- Fix construction showing more building levels to be repaired than what was
constructed.
- fixed naval production gui not updating when you switch equipment
- fixed ui scaling no longer breaking tooltips
- added tooltip that explains increased capacity for garrison orders
- Fixed battle plan tools going behind army list stopping you from training on
small screens
- Danzig for Guarantees now mentions getting Poznan as well.
- fix for minimap positioning with UI scaling
- fixed drag and drop not working with ui scale
- Division Designer > Better layout, with instant preview when mouse over the
edited battalion.
- Aligned division count on badge in theatre view to match army badge.
- Right click on an army group leader portrait while having unassigned divisions,
will assign them to it's sub groups in a smart way.
- Added bunch of generic focus icons.
- Added icons for German CV CAS tech level 3, with a flavour names.
- Fixed icon for generic focus for tank production.
- Added icon for attack switzerland focus.
- Minimap is now working with scaled interface.
- Fixed a missing picture in a stability event.
- Adjusted trade window resource quantity label to be large enough to show more
than three digits instead of wrapping.
- Updated leader promotion message to clarify that the decrease in skills will be
temporary.
- From now, the default view for the selected armies, is the one that lists all the
divisions (not armies within it's army group).

##################################
# Modding
##################################
- Added cancel_trigger to all types of decisions. cancel_trigger will not run
remove_effect when true.
- Missions now use cancel_trigger to abort before completion and remove_trigger to
remove and run remove effect if the decision stays in the interface.
- Added modifier army_org_regain
- Fixed "random variables" being broken with tooltips
- fixed an issue where mods were loaded in wrong order and couldnt overwrite DLC
- When using the effect add_offsite_building in a wrong way, the error log will
warn about it.
- Added error logs for invalid wargoals in create_wargoal & declare_war_on effects.
- Event scripts may now use "GetRulingPartyLong" to print the full name of it.
- Mods with badly scripted effect, which could cause the countries to declare war
on itself, will be just silently ignored.

##################################
# Database
##################################
- removed a focus from PRC 1939 start that caused an error
- Fix for two wrong division name lists in the 1939 start
- Event pictures "communists cheer" and "American hunger strike" now have interface
entries
- unlocked Chennault as adviser for manchukuo and reduced cost for him
- Reenabled generic tank manufacturer idea for countries without
- Returned Samoa to its (then) rightful owner
- "Forced loans" decision is now repeatable.
- Assertiveness focus now bypasses if manchukuo is already free.
- Communist Japan can now only call for Soviet Volunteers once
- Unaligned Germany's Anti-Comintern Pact no longer invites India and China and
other Asian minors that don't border SOV.
- Blow the Suez Canal event now has correct localisation.
- "Object to Attachés" decision is now more limited and its effects now depend on
relative strength of nations.
- AST and SAF no longer locked out of Appeasement tree by Germany opposing Hitler.
- Adjusted bypass requirements for "Danzig for Guarantees", "Safeguard the Baltic",
and "Support the Finns".
- "Schlieffen Once More" is now available in case of Franco-British Union.
- Added some missing (and fixed some existing) text translations to Russian.
- Political advisors unlocked from PRC/CHI focus trees, are now available to
warlords that take over the government.
- Fixed some missing event pictures in Japanese border war.
- Added plenty of missing texts translations in various languages.
- Added bypasses to the "Japanese Non-Aggression Pact" focuses.
- "Collaboration with the Japanese" focus, is now available for subjects (was
blocking Manchukuo otherwise).
- Fixed a typo and a missing event picture in some PRC event.

##################################
# Balance
##################################
- Germany should no longer lose 50% of its equipment upon starting the Oppose
Hitler civil war.
- Communist Chinese focus tree, now get's some infantry equipment production
bonuses, for better gameplay balance.
- Balanced XP gain bit. Overall speed is now faster. Earlier levels cost a bit more
and late levels are now more reachable.
- Slight buff to PRC focus Yannan base area (+1 infra, +1 building slot).

##################################
# Bugfix
##################################
- Prevented exploit of tech swapping military doctrines by starting level 2 tech in
the current branch before switching to a different branch.
- Fixed Chinese Industry Relocation decisions to check for control of state.
- Changed remove_trigger to cancel_trigger for Political Struggle decisions to
avoid sudden influx of points when someone claimed national leadership
- Reinstate Imperial Possessions no longer removes core for Alsace from France.
- Fixed not creating combats while moving into provinces that has combats that you
can't join (where both are enemies)
- Made "Triumph for X" decisions non-repeatable.
- fix for double inflation spirit appearing under certain circumstances
- their cores are no longer lost when you puppet a nation (fixes soups in peace
deals when AI cant liberate for example)
- Now guarantees can be mutual (fixes a path in japanese focus tree)
- Fixed frontlines around wastelands sometime disappearing.
- JAP nuke surrender decision now clears global flags
- PRC that takes over through political struggle will not inherit negative spirits
from China
- added bypass checks for Confrontation with the warlords focus
- blocked taking national leadership if subject or leader is subject
- Fixed a case which could prevent nations from ever surrendering
- Manchukuo now loses Kwantung Veto when released through the Japanese focus tree.
- Changed local_org_regain to army_org_regain for communist china's spirits
- added bypass checks to Finish the Fight focus for japan
- Fixed planes being engaged in combat in another region than the one they are
assigned to
- Added recalculation of support points if a state involved in the struggle changes
controller
- Fixed an issue where states would show as being part of the strugle, though they
were controlled by an enemy nation.
- Fixed female unit leaders being converted to males on save/reload
- Surprise Attack Plan idea for civil wars is now functional.
- Creating a Manchurian Airforce focus will now bypass if MAN does not exist
- Enabled increase Airlift decision for a China that is in the United Front
- Fate of the Imperial Family no longer requires Manchukuo to exist.
- Decision to escalate to a border conflict is now cancelled if in faction with the
target
- Fixed issue where decisions updating decisions to remove could skip an element in
the array if one was supposed to be removed
- fixed an issue where Manchuko's Assertiveness branch broke if Japan went with
support Kodoha (lost Puyi, lost special autonomy level)
- Forcefully removing support for opposition in a state now properly reduces the
gloabl support for the leader of China
- Added bypass trigger to Japanese focus Triparte Pact if either Germany or Italy
is not fascist or Japan is at war with either of them
- Secret CIA reference now actually works (maybe. but thats CLASSIFIED)
- Removed max trait limit from unit leaders
- Fix for awake and angry achievement not working
- fixed a US resource decision pointing to the wrong state
- Adjusted Wilhelm II and von Mackensen minimum/average death dates.
- Fixed the never ending "connecting..." message when you fail to connect to a
multiplayer session. The max timeout is 30sec, but now it will finally say "Failed
to connect".
- Fixed attaches adding ideas twice on save/load.
- Fixed a double-Stalin-bug. If a player right click on a country with a leader,
and then on your own country that is missing a leader portrait, it still shows the
previous country portrait.
- Battleplans > Fixed bug in defensive orders being auto merged when painting them.
- Fixed a number of issues with Romania in base game without DLCs enabled.
- Fix for wrong event being fired from SAF decision.
- "Fall of Cairo" event now gives correct Italian leader
- Fixed "replace_path" not working for mods downloaded from the workshop.
- Socialism with Chinese Characteristics no longer creates a faction if player is
already in one.
- Fixed missing occupying country name in the tooltip.
- Various generals generated from focus trees (or other effects) now has correctly
scripted skill levels.
- Overall garrison order improvements.
- Fixed a bug where strikes from demobilization would be impossible to remove by
restarting demobilization mission immediately on timeout.
- German focus to "align Hungary or Romania", now bypass if the country does not
exist or is already a subject of another country. Effect from focus to integrate
them now only gives factories to the country that becomes a puppet of Germany.
- It is now possible to bookmark with Ctrl+(1-9), not only a divisions, but also a
selected province or a strategic region.
- Reverted Nazi Germany getting back their old focus tree if they won the German
Civil War (because it broke a lot of things).
- South Africa now has referendum decision available if they went "South Africa
First".
- "Test the soviets" decision should no longer require split-second timing for it
to work.
- Poland now more inclined to ally Germany, and less inclined to ally UK, after
giving up Danzig for guarantees.
- The amounts of air wings being sent as volunteers are now updated properly, and
should no longer go negative.
- Fixed typo in the tooltip of command power description.
- Fixed some division names in German historical name list.
- Referendum decisions now have proper triggers, and will correctly display after
Political Discourse is Opened, or ideology support is above 60%.
- "Test the Soviets" will now only execute a negative effect for Soviet Union if
they actually lose.
- Splitted demobilization missions into two separate decisions, to fix an issue
with strikes spirit getting stuck.
- Manchukuo "Five People Armies" - spawned divisions are no longer locked.
- Fixed some XP gain problems for unit leaders. Multiple leaders can gain XP from
same combats now and XP gain does not depend on number of units in army (it depends
only on number of units in combat) which should increase overall XP gain.
- Fixed command_power_gain modifier (which are currently being used in
inflitration) behaving unexpectedly and causing too much effect on daily command
power gain.
- "Expand Civil Support" and "Expand Military Support" decisions, are now removed
when a civil war starts, even if still active.
- JAP, RAJ, SAF, ITA, and SOV revolters will no longer get their 'old' focus tree
back if they miraculously win the civil war, because it broke many things.
- As unaligned, it is now possible to cancel boost party popularity
- Fixed bug where a revolter country not getting any manpower from conscription at
the start of civil war.
- Fixed playing unit sounds from foreign countries during border conflicts &
consolidate.
- Fixed Manchukuo puppet levels to progress properly in assertiveness branch.
- Prevented SendAttacheAction from being accepted if the originator can no longer
afford it.
- Removed equipment penalty for Kaiserreich Germany in the Civil War, too.
- Fixed bug in AI calculating priorities for divisions distribution along the
front.
- Fixed bug in calculating division speed bonuses from leaders.
- Fixed bug in assigning names to some divisions from the new division-names-list
system, when loading a '39 scenario.
- Fixed small technical issue with assigning countries to factions while loading
the save game.
- Added linebreak to swap_ideas effect, so the tooltip doesn't look broken.
- Fixed a number of incorrectly scripted war goals.

##################################
# Stability & Performance
##################################
- fixed an OOS that is caused by triggering same event twice
- added CTD safety checks to deployment destruction to avoid random crashes
- Prevented using the Continue button to load an old save from a previous and
incompatible save version.
- Possibly fixed new game launch crash with modded initial state where it tries to
instantly peace out countries at war
- Better handling of error messages from the DirectX function calls (so now if
something goes wrong with rendering, we see what is it about).
- Fixed CTD when selecting planes on a non-owned carrier after a civil war.
- Fixed CTD related to the new division names system.
- Fixed CTD in our code responsible for parsing (searching) the folders and files.
- Fixed CTD when using event add_ofssite_building when it would put the building
level below zero.
- Performance improvement caused by add_relation_modifier (seen especially when
played with specific mods that use it a lot).
- Added extra safety checks to prevent potential CTDs when joining to a MP session.
- Filtered out superficial unit and country leader values when calculating
checksum, to avoid false positive OOS.
- Fixed possible OOS cause when client and host have different sets of leader
portraits or names (DLCs and MODs may cause that each player in the session has
different portraits/names).
- Added hotjoin and error code details to telemetry for OOS events, which will help
us with tracking OOSes that happens to the players.
- Fixed potential OOS if only some of the players are using mods with unit names
(related to the ace generation).
- Fixed CTD on Austro-Hungarian Unification.
- Fixed CTD in unit pathfinding, when player is playing badly created mods, where
some provinces may exist without a controller or owner.
################################################################
######## Update 1.5 "Cornflakes" ########
################################################################

##################################
# Waking The Tiger Expansion
##################################
- New Focus trees for China, PRC and Warlords
- New alt-history branches for Japanese focus tree
- New alt-history branches for German focus tree
- Lots of new gainable and assignable traits and commander overview screen
- 9 new Command Power Abilities let commanders activate bonuses and abilities on
their divisions at the cost of a new resource: Command Power
- Added many Decisions to go with the new (free) Decisions mechanic.
- Several new decisions allowing you to form new nations such as the Roman Empire,
Gran Colombia and others
- Several new decisions allowing you to do "special projects" that require industry
(such as excavating for resources etc)
- Added winter and desert looks to units that they swap to once acclimatized (both
for vehicles and infantry)
- Its now possible to capture enemy equipment in battle. Maintenance companies and
tech help with this
- Can now send airwings as volunteers
- Its now possible to prioritize what your strategic bombers target (makes those
target smore likely to be hit)
- Can now assign transport planes to air supply units
- New diplomatic action: Send Attaché. Places an attaché in receivers nation that
gives advantages to both sides
- New Consolidate forces action allows you to merge understrength divisions
together and retain experience and equipment
- Can now select custom insignias for your armies (both historical and ahistorical.
Some are also nation specific)
- Added a toggleble minimap
- Can now ping in two different ways (defensive and offensive) on the map or
minimap to your allies in multiplayer
- Its now possible to destroy stockpiled equipment (has a 3 month timer to avoid
exploiting scorched earth)
- New Border Conflict mechanics where you can have battles over states or other
advantages through the decision system (available to unlock from the new asian
focus trees)
- New 3d models for the different chinese infantry, cavalry, artillery as well as
airplane models
- Revamped battle sound system making combat sounds EXTREMELY METAL
- 3 new thematic musical tracks
- Added 18 new achievements

##################################
# Free Features and Important
##################################
- New Stability and War Support mechanics replace National Unity to better model
the state of your nation and many decisions and changes to go with these
- New focus tree for Japan
- Overhauled and expanded German focus tree: added new focuses for the Industrial,
Air, Naval, and Fascist paths, and improved certain existing ones.
- Added Chain of Command - Can now put Field Marshals in charge of Generals leading
armies to get bonuses from both
- Generals now have 4 skill values - Attack, Defense, Planning, Logistics instead
of a single skill.
- Traits are no longer lost on promotion of commanders
- Commanders can (and usualy do) start with new personality traits
- Added Decisions - a middle ground between focus trees and events allowing tons of
moddability and mechanics
- Added many Decisions to go with the new Decisions mechanic.
- Added Acclimatization core mechanic letting troops get used to harsh climate
- Can now dedicate some Command Power to improve air efficiency in a zone using
Extra Ground Crews ability
- Added "kick from faction" diplomatic action (for SPAAAAARTA!!! /Podcat am I 2011
meme:ing again?)
- New historical template namelists. Increased immersion when meeting AI and a lot
of power to letting player control how things get named
- New retreat mechanic. We now separate between withdrawing and forced retreat
meaning you dont get overruna nd crushed when ordering retreat on units and falling
back wil lrequire a lot less microing
- New interface for looking at lost and sunk ships
- Massively improved production interface with more filters, collapsing, drag and
drop and allowing more than 15 factories to be assigned to a single line
- New War overview with factions, filters, sorting. It also has a summarized war
overview which we recommend. Wars are now much more fluid to be able to handle 3-
way wars and avoid lots of issues in the past with war merging etc.
- Several new Refinery techs allow you to control how much rubber and oil is
outputted
- Infrastructure now effect how much resources can be extracted. Build up an area
to unlock more, bomb it to hurt output
- Special forces are now limited to a % of your army, or a minimum count of
battalions
- Several new techs allow you to bonus special forces or control quantity vs
quality
- Can now attach air wings to armies and they will follow them and do missions

##################################
# AI
##################################
- Made sure checks for if a country is AI controlled respects human_ai so AI does
not alter behavior when observed.
- Fixed issue where AI was unable to assign divisions in different areas with no
land connection.
- Fixed number of stats issue for AI that could cause bad behavior.
- Fixed a few issues in AI template evaluation.
- Added focus weight list to AI strategy plan. 0.0 blocks from picking.
- Added scriptable trait priority for AI strategy plans.
- AI strategy plans now include scriptable idea scores.
- Slight AI front rebalance to help out allies more when self is not really
threatened.
- AI should now micro attack naval invasion targets if they land next to it.
- Made AI activate invasion plans if they have a front as well (meaning they have
landed).
- Made AI more proactive in redrawing their plans as they advance.
- AI now actively stops resending units on naval invasions when they are low on
org.
- AI should now take leader stat levels into account when picking them
- Unitcontroller will now use strategic redeployment for all movements while
country is not threatened, even for player.
- Added a generic ai template for suppression divisions
- Added strategies for most countries to train some suppression divisions (more for
countries that tend to conquer a lot)
- AI will now create an area defence order (for the non-devs: “Garrison order”)
specifically for suppression of resistance (the old area defence order is still
used for defence of ports and VPs)
- Fixed bug where unitcontroller was failing to distribute divisions correctly in a
garrison order
- Improved the AI logic for prioritizing construction/repair of buildings
- AI should now be able to cancel and change execution level based on units having
low org or str (was previously considering a unit "strong" if it had high org OR
str, now it will be considered "strong" if it has high org AND str)
- Made unitcontroller less likely to send divisions to supply areas that would put
them over the supply limit (before they would only not send divisions to supply
areas that were ALREADY over supply)
- Added an AI strategy to CHI to not mess with SOV (prevents CHI from asking FIN to
join their faction when SOV attacks FIN)
- Major change to how area defence order units are moved around, they should now
stay in their positions more and when moving be much better at picking nearby units
to move
- fix for ahistorical wars between ENG and YUG: ENG will only declare war in
ahistorical mode, YUG will attempt to side with Germany in the coup if at war with
ENG to avoid being kicked out of faction
- added an AI strategy plan that make minor European countries less keen to ally
with China while at war
- AI PRC will not ally Japan in historical mode, even if at war with Nationalists
as well
- fix for wrong focus being checked in an AI modifier in Soviet tree
- added strategy plan for fascist European minors to nudge them away from Japan if
fascist Japan forms its own faction (you will join the Axis and you will like it!)
- Massively decreased SOV AI's want to use special AT templates to soft block them
from wasting XP. Also improved the SOV AT template if they do end up using them in
the future.
- Taught the AI to not fight over units for its garrisons. Now sorts garrison
orders correctly to priority
- AI should be way better when it comes to garrison orders and guard the coastline
- Fascist AI will now puppet nation in a peace deal if it controls the surrounding
land
- Made AI consider bit more things than only their amount of dockyards for if they
wanna focus naval
- Tweaked how willing ai is to help out on allied fronts
- Reworked how unit controller calculates which states get what divisions for a
garrison
- Some changes to templates and production strategy for Japan.
- Britain will now avoid piling in on the dutch and belgian borders during the
attack on france to avoid stuff bogging down and them losing their troops (“AI
smarter than historical”-count: 1)
- Ai Germany will now call in Italy to help against France after low countries
capitulate rather than wait until all of france does
- Japan will now stay away from sending volunteers to most European majors until
late game
- The Ai now checks single province fronts to see if enemy is encircled when
evaluating their strength
- blocked some fascist majors from too much volunteering
- Japan will now focus more on naval production once it has enough civilian
industry for 2 lines of construction
- Japan starts out with aiming for a cheaper less punchy template for infantry
until 1940, unless vs player china in which case SPARE NO EXPENSE
- Germany now focuses a bit more on making suppression divisions after Poland falls
- Added safety check to avoid Germany starting to justify vs Poland because of
timing after getting claims
- Portugal should now avoid restrictive trade laws. let the tungsten flow!
- tweaked china build strategy to make it focus on safer areas
- nationalist china more likely to pick good infantry minister earlier
- Chinese AI will now try to go more short term with techs, focusing on free
bonuses, shunning AT and late doctrines, they will also prefer people's army
doctrine
- Italy and Germany now more keen to send volunteers to Spain
- Chinese ai now will be more likely to research support weapons
- minor AI is now allowed to support its master in war with expeditionaries even if
not neighboring as long as they are linked by another in the faction
- changed expeditionary and volunteer ai code to be more reliable and better at
picking best units with least disruption
- made USA lend lease strategies more flexible in case of non fascist germany
- Japan now considers China weak from start of game, but may change its mind if
things go badly
- AI now more likely to research radios in war and past mid 1939
- AI is now able to remove support battalions that don't match its wanted template
- Tweaked some garrison templates where ai got stuck and never completed them
- Generic nations are now able to progress to a larger 40-width division template
once they have a large stockpile, and it’s past 1938
- AI is now allowed to go more in the red on equipment building for transitional
upgrades in the field
- AI no longer keeps ruining its training of divisions by canceling and adding new
ones and will only remove divisions in the order of least trained now
- AI now correctly applies strategy limits for equipment, so German strategic
bombing program is now properly canceled (“AI smarter than historical”-count: 2)
- Fixed an issue where production shortage was not properly calculated if there was
a big stockpile for AI
- AI will now keep track of bottlenecks and manage deployment queue so it fills up
faster and also increase its needs in line to not starve itself
- The ai will now be careful with upgrades in the field if it means too long time
to fulfill the lack of some equipment(at the moment 50 days)
- Ai will now avoid doing template changes that will hurt its manpower buffer on
deployed units
- Germany will no longer wastefully produce light tanks once its decided to start
phasing them out and will burn through its buffer instead (for real this time!)
- AI will now be able to justify wargoals on nations while still at war if they
have a sufficiently high antagonize score (>2000)
- AI will now care a bit about garrison costs rather than not at all if it had
lowest reinforcement prio
- fixed issues where AI refused to update deployment with best templates
- AI is now able to remove battalions it doesnt want in the middle of its templates
(rather than on edges only)
- Tweaked ai template matching so its more consistent and wont get stuck on minor
differences
- ai should now queue up less units at once
- reduced german armor production focus a bit
- increased german fighter production a bit
- AI Germany should no longer use its wargoals against the low countries until
Poland is fully capitulated
- AI will now send expeditionary forces to allies in need if they don’t need those
troops (would only do under a particularly lucky star before).
- fixed an issue where Ai would eventually give away all its troops as
expeditionaries. it now respects a percentage limit (this fix has absolutely
nothing to do with the one above)
- Fixed incorrect AI strategies in german focus tree
- AI now can overfill their carriers if they have the doctrines that reduces
penalties
- Added unit pools for AIs, which are used to make AI avoid grabbing units that
would cause dangerous naval transfers and also make it less likely to assign units
from areas that are not accessible to front
- Added Desperate Mode(tm) for AI where it will try to break out from low supply or
to a port rather than slowly perish
- Improvements with AI front assignments & unit controller that should reduce
shuffling
- Various AI scoring tweaks for fronts to make AI assign units more logically
- Disabled ai taking pp costing actions when there are high prio decisions/ideas
- Fixed some non-severe potential enemies being evaluated as too dangerous by AI
- Fixed an issue that would cause ai to shuffle units constantly on the way towards
the front
- Improved a couple cases AI recreates fronts when it is not really have to
- Added in some crazy experimental code
- Commented out some crazy code
- fixed ai under-manning fronts that it shouldn't
- AI now uses more detailed checks for when to activate plans
- Improvements to ai unit assignments, ai now tries to fill provinces one by one
- Fixed a typo that could make ai prioritize armies incorrectly
- Added a new scoring system for distributing units between different armies of a
front
- AI is now a bit more reluctant to change size of war fronts
- Fixed some naval pathing issues for ai (picking correct ports to use)
- AI's front assignment should be more stable on savegame load now
- Fixed some problems with joninig wars, made ai less shy towards enemy of allies
in peace time
- made add_ai_strategy effect persistent, fixes cases where ai would forget its
strategy on save load
- fixed a case where ENG would kick GER from faction while they are actually cool
with each other
- AI will now be a bit more careful about its front setup before joining wars in
some cases
- AI considers enemies of faction members as threat, bumps the threat of its fronts
in such cases
- AI now prios manpower laws if it is going war but has not enough manpower to
support its army
- Fixed FRA attacking through maginot, again (bad France bad!)
- ai handles manpower evaluation a little better now
- non major countries now at least builds half amount of units required to build
- made low prio templates be more ok for garrisons

##################################
# UI
##################################
- Disable Join and Host buttons in the multiplayer window, and other checks to
prevent joining or hosting a game if a player name is blank. This blocks abusers
who spam a lobby and cannot be kicked.
- Production screen tooltips and some UI items no longer flicker on daily update
- Changed province tooltip to show current weather with gameplay impact as well as
temperature.
- Effect for SOV focus NKVD divisions now displays effective change in tooltip
instead.
- Added scrollbar to faction window if there are too many factions
- new portraits for ITA and FRA communist leaders as well as MON leader
- added new SHX leader portrait
- Commonwealth countries now use British portraits for generic generals and
admirals
- new icons for Polish infantry weapons
- new icons for US infantry weapon
- added a number of new leader portraits for Costa Rica, Guatemala, Honduras,
Nepal, Uruguay, Nicaragua)
- Added tooltip and ability to pan to the naval combat by the right click on the
mapicon
- Added lobby button shown during the peace conference
- Fixed the bug when air bases was not deselected after opening country view
- Removed ability to reshape orders in air mapmode
- Added popup for puppet nation when the master creates a faction.
- Fixed so garrison settings are available even if you don't have any states
selected.
- Added new leader portraits for MAN and MEN. Puyi no longer looks like a potato.
- Added Leader portrait for ICE
- Unit details view now shows stats calculated using current manpower rather than
max
- buttons using orientation=center should no longer wander over the interface if
updated several times
- focus icons now properly centered no matter their size (new internal bug prio
level = ocd)
- Tooltip for deployments blocked from training will now say if too low on
equipment rather than say its manpower for both equipment lack and manpower lack
- Map icons for air no longer show wrong tooltip shortcut
- Scenario selector window during startup is now bypassed if there is only a single
scenario available (useful for mods that typically only have one)
- Capital map icons (stars) has a cut off so you can the pretty screenshots
- Added linebreak after trade modifiers tooltip.
- Swapped order of selection for navies and armies in naval map mode

##################################
# Modding
##################################
- Added focus weight list to AI strategy plan that has effect. 0.0 blocks from
picking.
- Added scriptable trait priority for AI strategy plans.
- AI strategy plans now include scriptable idea scores.
- Decision descriptions can now have tag and ideology specific variants, just like
decision names.
- Trade route colors are now configurable in the 00_graphics.lua file.
- Added effect to change focus tree, that also retains already completed shared
focuses
- Unsupported (incompatible) mods now are auto disabled during game startup when:
- It's first time a new game version being launched
- The game crashed in the last session.
- Added error log when some div.template in OOB refers to unavailable unit
nameslist.
- Fixed "party_popularity@xxx" script support function, to return a value in range
0.0-1.0 instead of 0-100, so we keep consistency in the scripts, and avoid
problems.
- Fixed so the decisions now can create corps commanders through the effects.
- Bookmarked countries can now be scripted to be shown based on a trigger.
- Overriding name of an idea now uses the override key for description.
- Added unit_leader_event effect. Displays a portrait of the affected leader in the
event window. Selects current units for leader when picture is clicked. Pan too
units when clicked again. Selecting leader picture in event opens details if leader
has no units.
- Fixed extra spaces and comma in tooltip for equipment bonuses when using
show_ideas_tooltip.
- Added any and all trigger for for unit leaders. all_unit_leader any_unit_leader
all_army_leader any_army_leader all_navy_leader any_navy_leader
- Added basic effect for scoping to unit leader. random_unit_leader
every_unit_leader random_army_leader every_army_leader random_navy_leader
every_navy_leader
- Added localisation support for unit leaders. GetName (returns full name),
GetLastName (returns last name), GetNationality (returns TAG.GetAdjective of
nationality), GetRank (returns General or Field Marshal), GetHerHim (returns her or
him, depending on gender), GetHerselfHimself (returns herself or himself, depending
on gender), GetHerHis (returns her or his, depending on gender), GetHerHisCap
(returns Her or His, depending on gender), GetHersHis (returns hers or his,
depending on gender), GetHersHisCap (returns Hers or His, depending on gender),
GetSheHe (returns she or he, depending on gender), GetSheHeCap (returns She or He,
depending on gender), GetWomanMan (returns woman or man, depending on gender).
- Added female = yes to create unit leader effects.
- Added triggers to unit leader scope: has_id, is_assigned, num_units,
is_field_marshal, has_trait, tag, skill
- Added transfer_navy effect. Transfers the entire navy of scope country to target
country.
- Fixed modify_state_flag, which was looking for the wrong scope
- Added flag triggers and effects to unit leader scope. set_unit_leader_flag,
modify_unit_leader_flag, clr_unit_leader_flag, has_unit_leader_flag
- Added unit leader effects. promote_leader, Promotes scope general to field
marshal. set_nationality, Sets nationality of scope unit leader.
- Added scoping to the country from a unit leader using OWNER.
- Added add_command_power effect.
- Added trigger has_decision. Looks for a selected decision that is active in the
interface.
- Added compare triggers command_power command_power_daily
- Decision naming scheme is consistent with cosmetic tag naming. TAG_id_ideology,
TAG_id, id_ideology
- Added effect modify_building_resources. Modifies how many resources a building
outputs for scope country only.
- Added support for equality when checking a country flag value.
- Added trigger is_fully_controlled_by. Use in a state scope to see if target
country fully controls the state.
- Added trigger political_power_daily.
- Fixed "is_coastal = no" being a stupid liar! (returning true for coastal states).
- Added variables to get level of AF, IC and infra from scope state.
arms_factory_level industrial_complex_level infrastructure_level.
- Change add_building_construction to round variables instead of floor.
- Added support for variables to remove_building
- Target for diplomatic_relation can now take a scope and event targets.
- Added global_every_army_leader effect. Runs effect on every army leader in the
world.
- Added keep_unit_leaders_trigger to civilwar effect. Unit leaders that match the
trigger will not be randomly distributed.
- Added has_active_mission trigger. Checks if specified mission is currently
active.
- Added remove_mission effect. Removes specified mission. Refreshes decisions
interface.
- Added has_attache_from and has_attache triggers.
- Added recall_attache effect.
- Added set_truce effect
- Added effect tooltip to technology tooltip.
- Added is_capital trigger.
- Added Effect activate_targeted_decision: Adds targeted decision against specified
target tag. Reactivates fire_only_once decisions.
- Fixed a crash in region trigger
- Added cheat to ignore focus prerequisites: Focus.IgnorePrerequisites. Lets you
complete a focus in the middle of a tree. Will NOT make you complete the focus
instantly (use fa for that)
- Added trigger amount_manpower_in_deployment_queue.
- Added variable support to AI base chance for events
- Added ruling_party as argument for party_popularity variable.
- Added script variables num_controlled_states num_owned_states num_core_states
num_owned_controlled_states.
- Added effect activate_decision. Does the same as if the decision was select from
the UI.
- Added static game variable days_mission_timeout@mission_id to find how many days
are left on a specific mission.
- Added GetOldName GetOldNameDef GetOldNameDefCap GetOldAdjective
GetOldAdjectiveCap to get a country's name prior to last name change.
- Added GetNameDefCap.
- Added generate_wargoal_tension_against targeted modifier.
- Added variable support for effects: send_equipment add_manpower.
- Added variable support for triggers: has_equipment has_manpower
has_army_experience has_air_experience has_navy_experience.
- Fixed ic_ratio reversed tooltip and not supporting scopes and event targets in
tooltip.
- Added on action for on_peaceconference_ended.
- Added effect to round a variable.
- National focus can now handle multiple position offsets.
- Added leave_faction effect. Works similarly to remove_from_faction, except YOU
dump THEM before THEY can break up with YOU!
- Added support to reverse the direction of ai_strategies
- white_peace effect now only peaces out targeted nations, their factions and
subjects
- the send_volunteer_factor modifier now is only affecting the calculation looking
at your own nation, not the size of the receiver (meaning it acts like you have a
bigger army)
- added a new enabled trigger on templates to better control when Ai should
consider them good enough to use
- AI Template picking now also includes templates score in matches when going for
best template so its possible to have 2 separate infantry templates and AI will
pick the best. This can also be seen in the aiview tooltip on division designer
screen.
- error handling of incorrect checked focuses in triggers now available if you use
-debug start flag
- Added ai strategy for being more generous with spare units
- Added stockpile_ratio trigger allowing you to check the status of stockpiling for
certain equipment versus how much is fielded
- add_ai_strategy effect can now handle event targets and scope targets for its id
parameter
- added new ai strategy equipment_variant_production_factor that lets you set a
production factor on specific equipment archetypes. so -100 means 0% of total
logistics need for something to be produced
- added new equipment_production_min_factories strategy that lets you set minimum
targets for factory assignment by archetype
- its now possible to see debugging scoring for ai templates and roles when
tooltipping them in the template list in deployment with aiview
- added ai strategy (war_declare) for making a nation hold off on war declares even
if everything else is fine
- focus.autocomplete now speed up player active focus if one is picked already
- weather modifers can now affect supply consumption
- added -quickstart experimental option that loads game at half the time by
skipping stuff like map borders etc you wont need when iterating over UI/decisions
etc. Don't play with it.
- Use cheatcode Decision.NoChecks to bypass decision checks. note that this also
turns off costs on decisions.
- scriptable localization now has correct reload functionality
- added new ai strategy consider_weak which will make AI consider a target nation
as weaker in certain evaluations (currently wargoal justifications)
- added better error handling to has_equipment trigger.
- can now have a description as part of instant tooltip on ideas. use
<key>_instant_desc in localization files
- create_unit effect now handles owner = ROOT and other standard targets
- Added dont_defend_ally_borders, force_defend_ally_borders, ignore_claim
strategies
- Added variables
- Added attack modifier vs specific countries
- Added on action for creating unit leaders
- New Modifiers cic_to_target_factor, mic_to_target_factor,
extra_trade_to_target_factor, trade_cost_for_target_factor
- Added a warning for flag textures with wrong size
- Added "allowideas" command to let you pick ideas always
- added war_preparation strategy for AI letting it prepare against certain nations
- Added support for having national focuses that are shared between national focus
trees

##################################
# Database
##################################
- Renamed Fascist Turkey from "Neo-Ottoman Empire" to "Turkish Empire", to not
overlap with the name of a new formable nation.
- Added new loading screen quotes.
- Added Qingdao state.
- Unaligned and Democratic Germanies now also have a chance of integrating Austria,
under certain conditions.
- Switching ideology is now handled through decisions rather than through MTTH
events.
- Most old Ideology switching MTTH events have been disabled.
- Divisions spawned in Spanish Civil War are now 'locked' and impossible to edit or
delete.
- Switched around aluminum values for French Guiana and Suriname to properly
respect the historical levels in aluminum production of these regions. (This fix
paid for by the “Justice for Suriname Association”. Chairman and sole member:
@Bratyn)
- Generals may now become sick or wounded, suffering penalties to their stats for
the duration.
- Edits to Lodz, Poznan, and Danzig states to make historical WW1 German borders
possible.
- Took into account recently-revealed CIA data regarding certain high-profile
country leaders featured in the game.
- Added a way to celebrate International Women's Day in the game.
- A French-Italian alliance is now possible and stable.
- Fascist France received a new focus to go to war with Germany if the latter is
democratic.
- Added AI strategy plans to France and Italy.
- Removed script using national unity
- Changed default event timeout from 30 to 13 days
- Changed Soviet focus that instantly moves industry to use decisions instead.
- New infantry type, bicycle.
- Added generic propaganda decisions to build war support.
- Added missions for Soviet to hold Leningrad, Stalingrad and Moscow
- Added decisions where the player can increase stability in exchange for something
else.
- Added decision for United Kingdom to call Portugal to faction.
- Added decision for United Kingdom to lease Azores from POR. Added events for
accept/deny and event to transfer control back after the war.
- Added unit leader trait "Hidden Sympathies". Trait use in political decisions
before igniting civil war.
- Added decisions for warlord to start borderwars against neighboring Chinese
countries after selecting Border Clashes focus.
- Rearranged the Japanese Air Research tree for improved historical accuracy
- party names for Chinese parties
- changed PRC name and flag at game start to better represent history
- some small changes to Latvia based on user research
- added a number of important loading tips
- moved Anti-Colonialist Crusade events to decisions
- Medium tank designer trait now has "medium" at the front (to differentiate it
from the generic tank designer with poorer stats)
- Cavalry advisor now boosts cavalry, motorised and mechanised (previously didn't
boost mechanised, so upgrading from motorised to mechanised wasn't as good)
- Stravropol now called Stavropol
- USA focus tree now also uses relative positioning. This should now be working for
all focus forests.
- Fixed incorrect path to portraits for communist Syrian leader
- Several chinese divisions now start at better equipment levels in '36
- Moved some factories in china towards inland so they are not lost as fast
- Mao is now younger and sexier
- repositioned naval bases in florida to avoid inland ships

##################################
# Audio
##################################
- Ambient battle sounds, are now better at freeing the played effects. (not leaving
the memory leaks)
- Added more flavor to Combat Ambient with VO (graciously provided by the HoI dev
team)
- Created and implemented new sound effects for moving aircrafts between stations
and ordering to regions.
- Fixed invalid destroyer ship sound effects

##################################
# Balance
##################################
- Changed computations for convoy efficiency to be per region instead of per
delivery route. Convoys now compute their efficiency by subtracting the efficiency
losses all along their delivery route.
- Yugoslavia "Orthodox Church Support" now gives +25% PP instead of only +0.25.
- Germany now correctly already possesses the technology to build the "Admiral
Hipper" cruiser class in 1936.
- Certain German advisers and military leaders now require a fascist government.
- Poland, Romania, and the Baltics now take guarantees and alliances into
consideration when on the receiving end of Soviet pressure.
- Germany now starts with, and can extend, MEFO bills for rapid military build-up.
- "Anschluss", "Fate of Czechoslovakia", and "Fate of Yugoslavia" focuses now
simulate capture of gold reserves by reducing MEFO bills cost.
- Adjusted 1939 start date to take into account MEFO bills and the new German focus
tree.
- Adjusted old trees to take into account the possibility of Germany going anything
other than Fascist.
- Non-aligned Vichy France is now possible.
- Adjusted the areas and forces Vichy France starts with to be more historically
accurate.
- Refusing Japanese demands as China, in the Marco Polo Bridge Incident event, now
gives a wargoal to Japan.
- Accepting Japanese demands as China, in the Marco Polo Bridge Incident event, now
gives Japan a claim on Shanghai and a brief truce.
- Spanish Civil War ending events now remove the 'locked' divisions that were
spawned at its start.
- Civil Wars now give some positive effects upon their conclusion that makes them
overall less detrimental to a nation.
- French Spanish Civil War intervention focuses are now only 35 days long.
- Leftist France is now more likely to take the Spanish Civil War intervention
focuses.
- Austria is now slightly less likely to go fascist.
- Added a minimum number of days of a war before anyone can surrender ( they can
still capitulate whenever unless they would happen at the same time )
- Removed block preventing declarations of war that would lead to 3-way wars
(...and let slip the dogs of waaaar!)
- Reduced air wing deployment time from 5 days to 2 days.
- Also reduced the acclimatization gain speed by about 8x, because after recent
changes it was ultra fast.
- Locked Maori volunteers division template.
- Reichskommissariats and Reichsprotektorats now have a -50%/-25% penalty to
recruitable population
- Hongkong is now a core of PRC
- added a starting general for each of the Chinese warlords
- added a generic special forces bonus to the special forces focus in the generic
tree
- changed British rearmament focuses to no longer give factories in the most god-
forsaken corners of the world
- Reworked a number of states in China, splitting up larger states into smaller
ones. Overall number of population and number of factory slots has been adjusted
accordingly
- Added German general Felix Steiner. Mit dem Angriff Steiners wird das alles in
Ordnung kommen!
- removed a number of duplicate Manchurian Divisions from the Japanese OOB
- added a trait to Chiang Kai-Shek to give him +40% stability if in a defensive war
(adds up to +10% stability after base stability hit)
- added decisions for Japan to surrender after losing the Asian mainland or getting
nuked twice
- made a number of Japanese states non-core to avoid them being selected for
factory placement in focuses
- Franco-British Union now gives Britain all French generals
- reduced war support for minor nations to prevent them from building giant armies
- Anschluss and Restoring AH peacefully now transfers all generals of those
countries to the respective new owner
- Swapped France's historical order of FRA_alpine_forts and FRA_naval_doctrine
focuses to give France a slightly better chance against Italy.
- Backhand Blow tactic is now locked (unlocked by Deep Battle and Modern Blitzkrieg
doctrine trees).
- Tactical Withdrawal tactic is now locked (unlocked by the Superior Firepower
trees).
- Chinese divisions which started at untrained now start at trained so players
aren't inclined to disband them and train them from scratch (losing their unique
names and wasting everyone's time)
- Hungary's DOD focus tree is now more responsive to countries being at war -
diplomatic demands for territory will be bypassed if they are at war.
- USA will now support nations fighting against extremism
- Rebalanced starting military factories for Japan
- World tension generated from sending land volunteers reduced (Air volunteers do
not affect WT).
- Base max planning reduced to 30%
- Grand Battle Plan doctrine tree planning bonuses reduced
- Urban Assault Specialist now costs 500 xp (was 700).
- Commando now also gains XP when fighting in hot climates.
- Leaders that had the Panzer Leader trait now have the Armor Officer trait
- German starting industry has been reduced to account for the MEFO bills that will
pay for German industry buildup. It all makes sense in the end.
- Soviet Purged Officers idea now has impact on training and factories as well to
slow down Soviet somewhat. their effect on volunteers is also a bit more flat
- Officers Purged spirit in soviet union now impacts how many volunteers can be
sent abroad based on army size (decaying in effect by level)
- Continuous air production focus now gives 10% bonus rather than 20%
- Superior firepowers techs under Shock & Awe now only apply to infantry and
artillery and with reduced bonuses
- Upgraded soviet NKVD spirit now gives 5% reinforcement rate bonus rather than 30%
- The Deep battle branch in Mass assault now give a total of +10% reinforcement
rate
- The Mass Mobilization branch in Mass assault now give a total of +20%
reinforcement rate with most of it coming from Human Wave Offensive
increased air attack for towed '36 anti-air from 17 to 19
- Made extreme weather modifiers stronger (except attrition) including increased
supply usage from extreme heat
- Made Walter Model more defensive
- Lowered cost of mechanized to 8/10/12 from 12/13/14 to make them more attractive
- Added timed en-route penalty while switching generals
- Rebalanced Soft Attack:
- removed hidden bonuses to line artillery and tanks
- reduced number of guns in support artillery to 12
- support arty now 10% less penalty compared to regular
- artillery soft attack reduced between 15-30% depending on level (from 1.4 base)
- Self propelled arty soft attack reduced 20-30% depending on level (from 1.4 base)
- tank soft attack reduced 13-20% depending on model (from 1.4 base)

##################################
# Bugfix
##################################
- Combat leader portraits are now always properly updated.
- Fixed highlighting of taken army leaders in leader selection window.
- Fixed disappearing attack orders when editing.
- Fixed some modifier localizations.
- Fixed booboo that made units, in certain situations, withdraw from combats they
should remain in.
- Portraits for leaders at the bottom now reload correctly.
- Removed the extra bit on top of the leader portraits in the bottom view for the
create buttons.
- Fixed problem where it was not possible to create a new army from a selection of
divisions already in an army.
- Fixed an issue with disappearing fronts and orders.
- Decreased max width of national focus detail view's prerequisite panel to having
the same padding on the right as on the left, preventing text from occasionally
overlapping the visual frame a little bit.
- Fixed the tooltip estimation of a naval transfer's chance of getting intercepted
along the way. Used probabilistic math to determine overall chance that none of the
random checks for interception will pass over the whole path, affected by movement
speed since the checks occur hourly, and subtract that from 100% to get chance of
interception.
- Fixed naval supply paths to correctly take into account actual versus needed
convoy counts when determining convoy efficiency.
- A navy told to retreat to a distant province will no longer have its path
truncated to just one province, and if it successfully retreats, it will clear its
retreat flag and switch to normal movement as soon as it moves out of the original
province where combat was taking place.
- Prevented divisions being transported over water from being given a new
destination while their transport ships are in combat; this prevents the exploit of
letting them magically escape from combat.
- Fixed alignment of a couple of tutorial glow rectangles.
- Fixed main menu background so that it preserves its aspect ratio even when
enlarged to fill a 4K monitor.
- Removed potential for mismatch of casualty count display in war dialog and
tooltips.
- Fake News will now no longer report Bulgaria "Accepted Romanian Demands", when
Bulgaria in fact rejected them.
- "Pressure Yugoslavia" events will now check whether Yugoslavia is at war.
- Romanian Communist Revolutionary minister is now locked behind the 'Appoint
Soviet Friendly Government' focus.
- Czechoslovak focus "Knowledge Sharing Teams" now correctly gives the 5th research
slot if you have 4 research slots already.
- Fixed typos and other text errors.
- Fixed even more typos and text errors.
- Fixed more typos than we are willing to admit. (wait you just did! /Podcat)
- Fake News now no longer reports on "Germany being under attack", if Germany is
only in a civil war.
- Clarified the tooltips for German naval focuses.
- Nations will no longer be pulled out of a faction when invited to another through
a focus.
- The 1936 Olympics will no longer occur during a German civil war.
- Hindenburg no longer travels to the USA if Germany is in a civil war.
- Fixed issue where you could not occupy territory from countries after they had a
civil war
- Fixed a bunch of issues with colonial flags in division deployment
- Fixed a case where volunteers would sometimes count twice in calculations
- Fixed bug where supply areas did not take edge control into account when building
the path to the capital
- Fixed an issue where event flags would not be properly read in binary saves
- Hid a bug that caused rebasing airplane icons in east asia to appear far below
the ground ( note, this only hides the bug by clamping the icon height to the water
level, it does not fix the actual problem )
- Only majors in your faction that are at war with the country you are about to
surrender to counts towards preventing minors from surrendering when they have
major faction members who are still fighting ( previously faction members who were
NOT in the war would also count )
- Might possibly have fixed an issue where the capitulation flag in the war
overview screen was not shown/hidden correctly
- Ships in navies set to never auto-repair no longer flee if their strength drops
below 99%. They now flee at 10% like if auto-repair is set to low
- Fixed issue where casualties would not go the correct country when killing
volunteers
- Fixed an issue where war merged and warscore was lost for one side
- Combat tactics that are setup to end a combat phase will now correctly end the
phase
- Several bug fixes in battleplans about: shrinking defensive lines, over-expanding
defensive lines, and other overall messups.
- Fixed issues with defensive lines leaving gaps, and misbehaving when mixed army
and army group's def.lines along the same front.
- 3d fleets should be now better at avoiding swimming through the ground.
- 3d fleets are now no longer so oversized.
- Made the radar circle effect prettier (more precise), and less annoying when
there is lots of them overlapping each other.
- Crazy amount of fixes has been done to the new custom division names system.
- The movement arrow has now different color, when withdrawing.
- Movement arrows are now using normal maps (against static lighting for
simplicity).
- Fixed combat withdrawing speed (no longer ultra slow, nearly stand still).
- Fixed naval combat retreating, so it finally works correctly (using the in-combat
retreating mechanics, before actually moving the fleet away).
- Fixed drawing movement arrows in OpenGL.
- Fixed the custom texture override functionality so now it properly supports
swapping textures for complex assets (that has more than 1 mesh). Feature used by
the new feature of soldiers changing their camo.
- Fixed bug in strategic air superiority map colors, and land combats having air
superiority penalty on both sides.
- Fixed bug in which the bonuses from tech to the acclimatization didn't worked.
- Fixed eternal problem of units being stuck in the naval transportation. Solves
also the problem of units standing forever idle in the source ports.
- Fixed the behaviour of the units being navaly transported that can't reach their
destination (bcoz for example impassable areas), will try to return home, before
giving up and staying idle on the sea.
- Fixed issue with the theater data not being cleared after sending back the
volunteers home.
- Fixed issues with battleplan freakouts for volunteers.
- When game was launched with "hoi4.exe -start_tag=ABC" it's now possible to go
back to main menu without being pushed back to the game.
- Fixed badly offset rivers map.
- Fixed acclimatization console message from command "acc", so the confirmation
values are between 0-100%.
- Historical division names > Interface bug > In division template editor,
tooltiping names no longer gives tooltip from elements underneath.
- Historical division names > Fixed bug with missing names in the depl.lines after
loading the save.
- Fixed very old issue with defensive lines being drawn with incorrect thickness
offset.
- Several fixes to the battleplan system related to the new level of the orders
from the Army Groups.
- Defensive lines no longer changes color to "beige" when holding ALT.
- No longer drawing frontlines when editing def.lines by holding ALT. Looks much
cleaner.
- Production lines > Fixed bug that Click on Add new ship construction, added it
always at the top instead of the bottom. Also made the scrollbar arrows up/down
more responsive.
- Production lines > Fixed bug in lines being stuck (drag'n drop stopped working +
many dangerous malfunctions happened) after adding new line at the top by holding
SHIFT.
- Production lines > Fixed bug in not being able to assign any naval factories,
caused by adding drag'n drop feature.
- Plenty of general fixes in drag'n drop of elements in production view.
- Fixed bug with disappearing Army group's battleplans.
- The game checksum now should be ALWAYS the same in the launcher as in the game.
The cheating prohibition is no longer done by breaking the checksum version, but
via the interface instead - the multiplayer button is locked, and the tooltip
explains why.
- Setting the 1st option from the screen refresh rates list, actually does set that
refresh rate.
- Right click with Alt+Ctrl and click to "Open" to open a interface element in the
external editor, didn't worked on OSX until now.
- Fixed an issue where some diplomatic actions that does not require a response
would have REPLYTEXT as localisation or an empty background.
- Fixed a crash when using set_autonomy_state on a country and its overlord in the
same effect.
- Australian NF 'Support the Centre Party' and 'Empower the Workers' now requires
colony/protectorate or higher instead of exact level.
- Carriers now recalculate their airbase capacity when changing owner.
- Fixed tooltip for supply consumption modifier showing as bad when negative.
- Fixed "Wrong root scope in has_government trigger." going in the error log when a
country had a civil war.
- Fixed name for tech bonus from CHI_elite_mountaineers,
CZE_inf_and_artillery_advancement, HUN_danuvia_submachine_guns, HUN_destroyers,
HUN_carriers, ITA_armored_effort, ITA_naval_air_effort, NZL_form_the_rnzaf,
ROM_air_defense, ROM_modern_destroyers, SAF_invite_soviet_advisers, USA_CAS,
YUG_the_ik_3, YUG_heavy_fighter_proje, YUG_bomber_project, YUG_motorize_the_cavalr,
YUG_motorized_logistics, YUG_armored_cavalry
- Changed name for tech bonus from equipment_effort, HUN_motorized_logistics,
GER_coal_liquidization, RAJ_battaglione_azad_hindoustan
- Added name for tech bonus from USA_air_war_plans_division, USA naval focuses
- Fixed a bunch of double options appearing for news events in specific cases.
- Fixed some missing or wrong loc for event options.
- Enabled an event where italy can help yugoslavia during the London conference
- Added comma separation of focus names to focus with more than one mutual
exclusive.
- Setting a country's autonomy to free no longer tooltips as the overlord going
free.
- Using transfer_state effect against a country on its final state is now
considered the same as annexing them.
- Vichy/Franco British Union no longer happens if France has pushed a fair bit into
Germany or Italy.
- Fixed a bug in original_tag trigger, causing Spain to not gain recovering from
civil war spirit.
- Fixed Soviet soldier using wrong rifle animation.
- Fixed an issue where civil wars would grab all controlled states instead of home
area. Added cores state distribution for leftover states not connected to capital.
Changed calculation for best capital to put lower priority on capital neighboring
old one.
- fix for Vichy event not firing if Italy isn't in the war with France
- fix for incorrect Ranger trait description
- rephrased tooltip LOW_MANPOWER_STAT_EFFECT
- fixed an issue where Nationalist Spain did not have portraits for some military
advisors
- locked Tizard mission if Britain is at war with US
- fixed an unattainable focus in RAJ focus tree
- fix for non-Mao leader losing Mao's trait
- fixed a Programmer english tooltip for coups
- fixed an issue with a non-western Character in Japanese Division names
- fix for Manchukuo not being called that in diplomatic options
- fixed an inaccurate description in Division Designer tooltip.
- fix for duplicate event option in Canadian event
- fix for missing uppercase in CZE/POL air wing names. Game once again playable
- fix for missing flag in MAN save games
- fix for stupid (may be temporary)
- fix for nuke events sometime not firing correctly
- fixed an issue where Germany could exert pressure on Yugoslavia even after
Yugoslavia ceased to exist
- fix for strategic bomber air wings not getting flavor names
- fixed Yugoslavian independence war event to prevent it from firing if it would
have no effect
- Fixed wing redeployment and air mission arrows wrapping around the globe.
- Fix for units manpower incorrectly affecting unit stats
- Now convoys transporting units
- Now country skips the turn in peace conference, if there are none humans
controlling it
- Added caps for the equipment counts to avoid overflows
- Fixed the bug when save games were growing hugely due to combat logs not being
properly cleared
- Now timed ideas continue being timed ideas even after civil war split
- Fixed the bug when it was possible to research 2 same techonologies at the same
time
- Fix for occupation rules and master being always prioritized over puppet except
owned province case
- Now only equipment produced in your own country will bring you autonomy points
- Improved randomization of the mission targets
- Fixing the bug when you could assign divisions for naval invasion above the limit
- Multiple nations air combats now are equivalent as they were usual 1 vs 1 combats
- Fixed a bug where saving and loading a game would cause event timeout to be reset
- Fixing an issue when unit stats were not properly updated after switching
doctrine technology
- Puppet and leader can exchange territories no matter if they are in the same
faction or not
- Fix convoy sometime being added twice to naval combats.
- For the umteenth time. Fixed formatting errors in the credits.
- Fixed small fleet intercepting too many convoys
- Fixed combat logs not showing caused equipment loss when it was lost to an
encirclement
- Fixed some flags with incorrect size.
- Expeditionary forces in an army no longer block selected divisions from changing
templates
- Partition of Poland event now requires that Germany not be a subject for USSR to
hand over any territory
- EFFECT_ADD_CORE_OF now localised as "core of" instead of "core by"
- Refining concern is now upper case (it was Friday afternoon okay)
- Fix for mis-reporting of the number of available factory to build in the
production view.
- Fixed multiplayer lobby filter by version (praise Xenu!)
- Fixed damaged shipyard always repairing ships at maximum speed
- Fixed localization issue in the diplomatic action panel.
- Fixed a localization error in New Zealand focuses.
- puppets can no longer grab back expeditionaries from their master
- You can no longer get benefit from having more equipment than manpower % for unit
stat calculations
- If a player is kicked or disconnected in a peace conference their slot is now
bypassed and the conference doesnt stall forever
- air xp gain from LL now also require an active LL relation, just like for land
equipment
- Fixed terrain adjuster bonuses not working correctly
- Fixed faction map not being updated after diplomatic actions
- Fixed faction colors not being updated when a faction changes by an event
- Releasing states to a country/liberating a country is no longer possible if you
are in control of all states you want to release.

##################################
# Stability & Performance
##################################
- Fixed CTD where unit can look like it is moving without having a path (yes, this
was a strange one)
- Med various code safer to avoid theoretically possible but improbable crashes.
- Fixed a resource leak of the ambient battle sound which also led to heavy audio
falloff computations after a long time of watching battles closely. Sound effect
instances were being stopped but never destroyed.
- Added an error and prevented a crash if a supply area is missing
- Fixed crash when loading a savegame while in a peace conference
- Fixed crash when adding manpower to casualties when the killer was not at war
with the owner of the manpower ( for instance volunteers ), casualties will now be
added to the logicalcountry of the army in such situations
- Fixed memory leak due to old messages piling up over time that were never used
- Optimized the amount of calculations related to front systems (base mechanics
required by the battleplans) used by the volunteers battleplans.
- Optimized a function that was doing a "country tag lookup" (an internal thing)
which was a bottleneck at some moments of gameplay.
- Fixed CTD and by the way the inconsistency between the ordinary AI, and the
volunteers AI.
- Lots of memory leaks fixes in general (Leaked memory means that the game consumes
more and more RAM over the time).
- Fixed several CTDs in a new division names system.
- Fixed CTDs that occured after loading the older save games.
- Fixed CTD that sometimes happened when going back to main menu.
- Lots of memory fragmentation preventions and fixes. (A memory fragmentations may
cause the game to crash after a very long sessions).
- A game consumes a little bit less of RAM now.
- Fixed CTDs related to the naval transportation code base.
- Fixed corrupted memory allocation attempt caused by the AI code.
- Fixed CTD in border combat code referring to a deleted unit.
- Fixed CTD when trying to naval transport a divisions but there is no naval route
(regions being blocked).
- Fixed CTD in AI strategy referring to the leaders being deleted by spawning a
civil war.
- Fixed invalid access to a deleted memory in the decision status (making very low
probability for a CTD).
- Fixed CTD in going back to main menu. Airbase access code was referring to the
carriers after deleting them.
- Huge optimizations in how we calculate the relative air superiority. This unlocks
plenty of bottlenecks in: units, navies, air calculations (and much more)...
- Another large performance optimization in the naval unit transportation system.
- Optimized the amount of the network commands spammed by the AI.
- Small optimization in pathfinding for the naval transportation. Units ready to
set off from the same location will get only 1 naval pathfind done and share the
data.
- Optimized performance by about 20% in places by reworking the careless usage of
"can battleplans be executed" function.
- Got rid of the several seconds stall on daily updates. Related to the
sending/receiving volunteer forces.
- Fixed plenty of very long game freezes.
- Fixed CTD caused by switching the focus trees.
- Fixed CTD caused by incorrect re-assignment of the armies between the theatres.
- Fixed CTD if you launch the game "hoi4.exe -start_tag=ABC" where ABC is an
invalid country tag.
- Fixed CTD due to lack of clearing border conflicts in states. Happened when
return to main menu, and try starting new game.
- Fixed CTD in loading save games > Related to active leader abilities.
- Fixed crash that happens after loading older saves, or by removing some insignias
in patches/mods.
- Fixed rare CTD after deleting defensive line.
- Fixed several Out of Sync bugs in MP.
- Fixed OOS from pinned strat.regions mismatch after hotjoin.
- Fixed invalid memory access, after returning to main menu. The nature of the
problem didn't cause a CTD, but it was a very bad thing to have in code.
- More CTD protections when drawing battleplans.
- Fix for the OOS happening after certain joins
- Fixing CTD in subject relation view
- Fix for probable rehost CTD
- Fixed the major cause for the CTDs in the peace conference window
- Fixing CTD in balancing of military deployments during civil war spawning
- Fix crash upon clicking the load button with no savegame selected.
- Optimized AI update by sorting by time taken to update it last tick. Guarantees
the biggest nations (SOV & GER) to be on separate threads
- Fixed a division by zero crash
- Fixed crash that happens on rare occasions when sending telemetry data
- added crash safety checks for invalid data on writing sunk ships to savegame
- Fixed CTD when naval transfering units during a peace conference annexing you
(and killing said units at the same time as orders were given, as a side note also
invented a time machine and solved world hunger.)
- Fixed memory overrun issue in ai front handling
- Portraits and other sprite updates are now cached to reduce ui strain
- Fixed an issue where deleted units could be put back into combats.
- fixed an issue where licensing information was not read in an MP safe format and
could cause OOS
- Fixed a potential OOS when reading saved event scopes
- fixed CTD when tooltipping to cancel war justification right when it hits 100%
- added various savegame ctd safeties
- Various small ai performance improvements
- Fixed a history related OOS
- Fixed a CTD when selecting airplanes while getting annexed (but I promise it
still respected your your fighting spirit)
- Improved reliability of hotjoin save transfer, in situations where the client is
slow.
- Fixed hotjoin related OOS with resources and relations
- Fix for a freeze when you ended up in a civil war at war with your own puppets
(o_O). Fix stops all inter-faction wars so modders need to be careful to kick ppl
before war etc.

################################################################
########### Hotfix 1.4.2 "Oak" ###########
################################################################

##################################
# AI
##################################
- Added AI strategy to avoid some naval strategic regions
- AI now realises that puppets will also join the war when their overlord does
( fixes situation where China does not put any troops on their border with Japan's
puppets )
- AI should now prefer even shorter naval routes when picking what ports to navally
transfer between
- Nations with low manpower are now less likely to burn pp on relation boosting as
they need it for laws
- AI should be less likely to waste PP on guarantees when low on manpower and at
war
- Removed AI weight modifier is_in_faction from JAP axis leaning focus
- Tweaked ai weights for carrier plane research. AI will now always research the
most modern carrier version available and not research any carrier planes if they
don't have carriers, the US and Japan will also be more eager to research carrier
planes and particularly so when at war with each other
- Tweaked AT gun research to take enemy armor values into account (AI will be more
willing to research AT upgrades if facing an enemy with high armor divisions)
- AI will no longer research basic heavy tanks if it can already research improved
heavy tanks
- AI now clears the trades that are not being fulfilled due to having no access to
trade country
- Italy should now be more careful about transports across the Med
- Enemies of UK will now be wary of transporting through the english channel

##################################
# Modding
##################################
- Can now use "relation" as target for pp_spend_priority ai strategy
- Can now use "guarantee" as target for pp_spend_priority ai strategy

##################################
# Database
##################################
- Added flavor names for German named fighter squadrons
- Added namelist for FAA squadrons in the 800-list
- Added a number of shipnames to the German roster (thanks davewolf!)
- Added Night Witches to the Soviet “Women in Aviation” focus
- Added German historic airwing names after player feedback
- New icons for Italian small arms and truck
- New icons for French infantry weapons (prime condition, only dropped once)
- Added a flavor name for a Yugoslavian light cruiser class
- New leader portraits for Yemen, Haiti, Malaysia, Luxembourg, Indonesia/Dutch East
Indies, El Salvador, Buthan, Cuba, Panama, Dominican Republic, Netherlands
(alternative)
- Commonwealth leaders now fallback on British portraits if TfV is not activated

##################################
# Audio
##################################
- Adjusted volume on some of the airplane sound effects

##################################
# Balance
##################################
- First level Radar now have a much longer range to make initial investment more
attractive
- Expanded bypass criteria for puppet Bulgaria focus to allow focus to bypass if
Romania holds all of Bulgaria in a war
- Albania should now not fold to Italian pressure if in a faction with Yugoslavia
- Added bypass to anschluss if AUS is a puppet
- Turkey will now only join the Axis through the German focus if they are fascist.
- Anschluss event now takes guarantees into account
- Lowered upgrade bonus to self propelled AA variants air attack from 30% per level
to 15%
- Changed Demand Sudetenland focus to fire fallback event if England is a subject
- Changed South Tyrol to be a core of Austria
- Nerfed CZE fascism gain through focus by 50%
- Reduced starting fascism in CZE to 5% (down from 25%)
- Fixed wrong tech bonus in a Romanian focus
- A country that initiates coup on an another country gets a bonus while inviting
revolting country to its faction

##################################
# Bugfix
##################################
- Fixed an issue where frontlines could sometimes dissapear
- It is now ok to transfer resources from your territories through subjects at war
time
- Fixed issue where declaring war on a puppet could pull the puppet into an
existing war on the wrong side of the war
- Subjects are now added to a faction if their master is
- Convoys used for naval transfers are no longer locked in a state of being
permanently "in use" when saving/loading while navally transferring
- Fixed issue where merged wars made it impossible to surrender because you were
not marked as war leader
- License production description now updates properly
- Fixed bug where division size affected how much attrition they took and how their
supply status was affected by being out of supply
- Fixed a bug where volunteers could appear in an impassible area
- Fix for incorrect use of has_government = fascist/communist instead of
fascism/communism
- Fixed a horrific bordergore issue in Romanian "Split CZE" focus
- Ensured that split CZE event chain did not result in CZE units sitting around
after their country got annexed
- Doing the Indian focus "Battaglione Azad Hindoustan" should now fire the proper
event for Italy rather than give them the option to collect money for the RAF
- Cheating on the Austria-Hungary Referendum and going with the annexation should
no longer report that Hitler was assassinated. (the proper news event should fire
instead)
- France now joins the Czech entente if they decide to support the Czechs and
Czechs have their own faction
- Fixed a wrong tag in URG loc string
- Fixed Italy Befriend Bulgaria strategy not requiring Bulgaria to exist
- Reenabled Vichy France cosmetic tag in a cynical move to squeeze out a tiny bit
of profit
- Fixed an event firing several times for Romania
- Fixed an issue with continuous naval/air production idea not being localised
- Fixed a situation that could cause an infinite loop of naval transports
- Made game several times less fun ( Fixed an exploit with nukes persisting after
loading or starting new game )
- Design companies should no longer be lost when loading and older savegame in a
new version

##################################
# Stability
##################################
- Fixed a division by zero CTD in airmissions when aircraft are fighting missiles
- Fixed various rare CTDs

################################################################
########### Patch 1.4.1 "Oak" ###########
################################################################

##################################
# Highlights & Important
##################################
- Units getting pushed back in naval invasions are now removed from the order so
they won't automatically try it again (no more ping pong)
- Fixed the Stug tech icon to have correct barrel length
- Major rewrite of air combat system (the underlying stuff), should now have less
wierd special cases and be easier to balance
- Fixed issue where generic leaders would be replaced randomly in the world due to
mistake in focus tree
- Each wing of CAS should now be able to attack more than one combat removing the
need to split them up in small wings

##################################
# AI
##################################
- Fixed a case where Chinese AI would delete units incorrectly due to supply
evaluation
- Fixed case where AI would think that it was being encircled and would pile up its
divisions in few provinces and abandon fronts
- Took care of another situation that cause indecisive units
- Made AI respect waiting after already sending lend lease requests
- A fix for front abandonment that makes it spread out the units being taken from
other fronts
- Units getting pushed back in naval invasions are now removed from the order so
they won't automatically try it again (no more ping pong)
- Several tweaks to allied AI to avoid "suicide invasions" agaisnt axis nations
before they are at war with soviets
- Germany no longer wastes time prepping naval invasiosn vs france just before it
takes around maginot
- Made sure AI cannot pick event options with weight 0 if another option with
higher score exists
- AI now considers enemies as obstacles when planning invasions on nations its not
yet at war with when comparing fleets leading for less wasted preparation
- ai can now cancel invasions that are bad if started during a time they were ok
- Fix for case where Germany would use too aggressive stance versus maginot line
again
- Air AI can now evaluate zones for bombing and such more than 1-2 zones away
- Tweaked ai_chance for all CZE events to be saner
- If CZE exists when Germany demands Danzig from poland, they will now be very
interested in joining the war rather than waiting for Germany to get around to
beating them
- fixed ai scoring for volunteer only manpower law that meant hungary (maybe
others?) could get stuck on Disarmed Nation.
- lowered prioritiy more for doctrines for ai if already researching one
- fixes for ai strategy files referencing the wrong focuses
- Tweaks to ai research weights, now considers 1940 fighters more important
- Spanish civil war spirit about recovery now has higher penalty for AI evaluation
to join factions
- Fixed a case where AI would use the wrong execution mode and be overly aggressive
when attackign maginot line
- AI should now be more active with CAS usage
- Fixed an issue where AI would not assign NAV to sea zones

##################################
# UI
##################################
- Fixed UI bug that made GER to never show tech bonuses
- Splitted "In Combat: x83" tooltip into two. Now In Combat shows default combat
speed (x33) and movement gain from tactics is shown separately
- Double click in army list now deselects previous selection if shift is down
- Mission icons on the map should now include port strike
- Movement bonus from tactics were being shown in damage tooltip of a unit in
battle window, remove it from tooltip.
- Added missing localization for base strike research bonuses
- Can now unassign aces with right-click like tooltip says
- Added a new text icon for cost in license production screen
- Added tooltip for air wing state
- Create airwing interface properly resets the right side when all planes are
removed
- Tweaked license tooltip in production view to be somewhat clearer
- Changed Hungary 1936 bookmark to highlight restoration of Austria-Hungary
- The person who unpaused the game is now shown in pause tooltip (if someone keeps
unpausing annoyingly in MP)
- Changed license production cost icon in tool-tip
- Added description in add new air wing tool-tip
- fixed color issue for Israel
- fixed color issue with Korea
- Encirclement loses now displays on combat log. Manpower lost in convoys (which is
shot by navy forces) now displayed as "Losses to enemy navy" in combat log tooltip.
- Added overrun casualties to combat log.
- Fixed air stats showing too small in wing detail view
- fix for CZE civil war not being advertised enough in focus tooltip
- added two more portraits (Japanese communist leader, Ecuador historical leader)
- Now you can mark all of the equipment as obsolete (even if base type) and
equipment conversion is only done for obsolete equipment

##################################
# Modding
##################################
- Fixed a problem with the format for build_army strategy
- Fixed issue where scripted amounts for force_equipment_variants did nothing
- Added has_carrier_airwings_in_own_combat trigger for combatants

##################################
# Database
##################################
- Added missing localization for UNITS_VIEW_WINGS_COUNT in French
- Fixed missing faces for Congo
- Fixed a misspelled loc string in war goals
- Fixed the Stug tech icon to have correct barrel length
- Fixed some issues with ship names in 00_GER_names
- Made dead sea a lake
- Fixed a number of mistakes and inconsistencies in German OoB
- Improved several items of flavor text for CZE focuses
- added HMS Dreadnought to Royal Navy ship names
- added cosmetic tag for Hungary if it elects a King but then changes ideology away
from neutral (democratic, fascist branch)
- fix for a missing event picture gfx that has been in since launch and wasn't
noticed
- fix for US missing air wing names for jets
- East/west germany now get nicer colors and dont bug out
- Fixed incorrect portrait for Horthy when admiral
- fixed an issue with news event 311 refering to the wrong country
- Added 4 new portraits for South america for historical leaders for Peru, Chile,
Colombia, Paraguay
- Added new portrait for Bulgarian fascist leader
- Hooked in three new portraits for Baltic leaders (Police is still hunting for the
set of identical triplets that were impersonating them)
- Added proper Slovenian and Slovakian flags (honestly at this point I dont even
know which one is correct /Podcat)
- Added pdxcon magic winner portrait to generic soviet portrait list
- Dramatically improved communist Korea by using DPRK (best Korea) flag AGAIN
- Fixed 2 missing images in Romanian/hungarian events
- Added 4 new portraits (Iraq and Oman historical leaders, Italian and Japanese
democratic leaders)
- Added renaming of YUG unaligned party to 'Monarchists' after Peter II takes the
throne.
- Renamed Czech Export Focus national spirits to not resemble Export Focus law.
- Reenabled flavor names for German puppets for people without DoD in a cold and
calculating move designed to maximize profits

##################################
# Balance
##################################
- Lowered the amount of ground based planes that can enter naval combats over time
- Reduced cost for giving core states back to our puppets
- Slightly increased fascist support in Hungary fascist king chain
- Rebalance of additional building slots for Serbian rail network focus
- Fixed a balance issue with Integrated/Serbian rail network focuses in Yugoslav
tree
- Fix for air accidents being scaled depending on the number of wing
- Increased manpower requirements for CZE alliance with Germany focuses by 50k each
- fix for Romania being able to appoint a government friendly to a faction they are
at war with
- locked CZE political ideology pushers behind appropriate focuses
- lowered CZE fighter output boost
- rebalanced tech sharing group bonuses for CZE to be more in line with everyone
else
- tactical bombers can now pick the naval strike mission
- Added building slots and infrastructure to balanced industry path for CZE, toned
down the export focus spirits

##################################
# Bugfix
##################################
- Fixed the bug when conversion could not convert last pieces of equipment
- Removed Demand Transnistria from the Romanian historical focus list. Romania
should no longer think attacking the soviet union is a great idea
- Fixed bug where technologies was not updated in case of unlocking tech from
another technology folder
- Fixed bug where some modifiers were not applied to airplanes after loading a save
- Fix for Soft Attack/Hard Attack values ignoring some combat bonuses in battle gui
- Overriding an idea with custom name, now overrides the modifier name as well,
instead of using idea ID as key
- Fix for trade path not being recalculated when strait control has changed
- Fixed for a potential issue if CZE becomes a puppet of AH that may lead to intra-
faction warfare
- Fix for dual mediation events in Transylvania chain (RIP Katya's sanity)
- Germany should now only leave the Romanian Tech group if Romania is in a faction
germany is not in
- Changed the Sudetenland failsafe event to give the war goal against the
controller of Sudetenland (was hardcoded to CZE)
- changed "His Majesty' loyal government" to work even if Hungary did not roll over
in the event
- Fixed Horty not being leader of Hungary at gamestart without DoD
- Fixed an issue where Germany could be stuck with the Demand Sudetenland focus
under some circumstances
- Made the demand Transylvania event chain remove the correct core (North
Transylvania) for Romania if they instantly fold.
- Fixed a bug where generic unit names would not work if starting letters were the
same for different generics
- Fixed an issue where existing airwing names were never returned to the pool
- Fixed a bug where traded away resources decreased amount of factories available
for trade
- Fixed CZE only being angry with Allies if they decide not to fight over Southern
Slovakia (CZE now always angry, all the time)
- Fix for Zalozie not being transfered if Soviet union honors MR pact
- Added a number of sanity checks for AH reclamaition focuses (must not be in
faction with owners of claimed provinces)
- fixed an issue where the Ljubljana award could give out states not owned by
Germany or Yugoslavia
- "Death or Dishonor or Cake" achievement now has a tooltip that tells the player
to have Carol II as the country leader.
- Fix for Yugoslavia being allowed to try and buy planes from a country they are at
war with
- Blocked vanilla YUG coup event if player has DoD
- Fix for Yugoslavia spawning Croatia even if they did not own the territory
- Fix for Czech-Slovak civil war not actually being between Czechs and Slovaks
- Fixed issue where aid event from Sweden to Hungary after getting democratic king
would fire more than once
- Equipment conversion now properly converts to variants from older equipment
- Fixed bug where planes set on CAS mission could join naval battles without using
naval strike mission
- Fix for two missing locs in Romania
- Overlord of CZE telling Germany to get bent during Sudetenland crisis now removes
both CZE and Overlord from faction with Germany
- Fixed an issue where democratic Romania could not even handle King Carol II right
now (or ever, really)
- Fix for AH not being able to justify wargoals due to world tension being too low
- Fixed France being able to take CZE into their faction if they do little entente
and AH puppets CZE
- Austria-Hungary should now get Banat if Romania folds in the event chain
- Fixed an issue where Romania could steal CZE from out under Austria-Hungary by
creating the Cordon Sanitaire
- Fixed fixedpoint overflow in peace conference which could give small nations lots
of extra points
- Tweaked occupation rules fix for impassible zones, now it uses core and ownership
prios
- Removed retire_country_leader from generic focus tree
- Fixed the bug when merging of airwings didn't update air wing manpower properly
- Fixed a few issues with yugoslavian historical focus list referencing focuses
that no longer exist
- Fixed Bordergore if Hungary not in a position to gain state 73 in fate of CZE
event chain (should go to SLO, now actually does)
- Fix for volunteers transfers ending up in the impassible states
- fixed a localisation issue with a Hungarian event
- added an effect for German leaning focus
- fixed a bug with CZE "Sudden Shipyard" focus which would have required the rest
of Europe to sink into the sea to work
- refusing the Sudetenland now kicks CZE out of the axis (was originally only
handled in failsafe event)
- fix for Yugoslavia not actually leaving axis when they should be leaving axis in
coup event (still some issues with automatic faction joining if Yugoslavia and
Germany are in a war together)
- Slovenian and Slovakian flags now has proper med and small flags
- fixed dual event options for CZE news events (turns out countries are in a
faction with themselves, who knew?)
- fix for logic bug in event DOD_hungary.1
- fix for incorrect Romanian Admiral's portrait
- fixed an issue with Hungarian Pact of Rome faction dragging Italy into a faction
against its will
- fix for a number of text inconsitencies in news events
- Design companies now stick to licensed equipment
- fixed a Romanian division being assigned to Hungary
- Updated script for Invite German Advisors. Germany now correctly removed when
Romania joins another faction.
- Planes are able to attack several ground targets at the same time now rather than
one per wing
- TfV trees checking for an autonomy level will now accept DoD autonomy levels as
well
- Supply areas now ignores impassable states while building the connection graph
- added missing localisation for a number of tech sharing group descriptions
- Navy leader can now gain the air_controller trait by having carrier airplanes in
combat.
- Now rockets does not cancel their mission in case of non of the rockets left
- Foreign equipment now qualifies again for conversion
- Who counts as attacker and defender in paradrops should no longer be country
order dependent (sorry french paratroopers)
- Ensured hungarian mediator events revert to 'rebuffed twice' outcome when no
eligible mediators can be found.
- Fixed YUG being freed when they are a puppet of GER and get the anti-German coup.
- Fixed anti-German coup not switching YUG ideology to unaligned when picking that
option.
- Removed fascist requirement from Second Vienna Award focus
- abandoning the czechs during Munich now cancels any guarantees and tells the ai
to stop caring about CZE (to avoid renewing the guarantee right away)
- fixed military access being given to the wrong country in a Romanian event
- fixed a number of faction joining focuses to prevent intra-faction warfare
- fixed issue where air wings without assigned region would lose their set mission

###############################
# Stability & Performance
###############################
- Added safety code for terrain calculation when loading broken mod files (could
lead to deleted units)
- Fixed stack out of bounds issue when generating unit names
- Fix for CTD in the airview details view
- Fixed CTD while tooltiping port strike air wing mission entry
- Fix for CTD when airbase were removed or deleted while being selected
- Fixed a possible null pointer exception
- Fixing CTD in air interface
- Increased the size of atlas used for the country flags on map to fix glitches
- Fixed CTD when AI tried to evaluate returning expeditionaries for someone with no
homeland
- Fixed CTD in mods related to naval base assignment
- Fixed a CTD related to hotjoining in while selecting airbases
- Fixed a case where savegames would keep growing and becoming huge
- Fixed a cross plaform out of synch
- Fixed a multithread related out of synch in multiplayer

################################################################
########### VERSION 1.4 "Oak" ###########
################################################################

#######################################################
# Death or Dishonor Country Pack
#######################################################
- New focus trees, generals, companies, and ministers for Romania, Hungary,
Czechoslovakia and Yugoslavia including alternate history paths.
- New 3d models for vehicles, planes and infantry as well as accompanying 2d art
for the new nations
- 3 new war themed music tracks by composer Andreas Waldetoft
- Voice over sounds for infantry units in Czechoslovakia, Romania and Hungary
- You can now License Produce equipment from other nations
- Added Equipment conversion ability on production lines that allow you to convert
older equipment to newer and/or self-propelled models
- Added 2 new industry techs that allow you to improve conversion efficiency
- New subject levels for fascist nations: Satellite, Reichsprotectorate and
Reichskommisariat
- Added 10 new achievements

##################################
# Free Features & Important
##################################
- All new air controls and interfaces including new air combat screen
- Air missions and wings now visible and selectable on map with ranges etc
- Radar now more visible with ranges on map that can be toggled
- Added possibility to rename air wings and added historical naming schemes to most
nations
- Its now possible to stop being capitulated by getting back to 90% and recovering
your capital. Rules show on war participant items when they have the capitulate
icon up.
- Grabbing territory occupied by others in peace conferences now much more
expensive
- Several changes to map and strategic areas for better play
- New impassable borders and areas (Sahara) making warfare in certain parts of the
world much more interesting
- Updated interfaces for War and Trade

##################################
# AI
##################################
- Made AI not bother with fallback orders if the area they would be defending is
tiny. Makes the AI better at pushing after landing a naval invasion.
- Made unitcontroller units more decisive in where they are going, as well as
various tweaks and fixes to reduce shuffling.
- Significant improvements to front balancing( Units should be far less likely to
abandon parts of the front and far better at spreading units out across the front )
- Units controlled by the front should now cancel orders that are heading towards
provinces that are no longer part of the front
- Fixed bug that would cause units to get very poorly assigned when an attack order
auto splits ( for instance when it reaches its target at a province at the center
of the order )
- Improved AI focus a little bit, making idea evaluation a little better.
- Tweaked what it means for a front to have the same value for highest and lowest
prio score. Used to cause some fronts to never move.
- Made sure the AI is not trying to upgrade specialist templates before it has the
tech.
- Removed mobile template designs, because the AI cannot handle them properly.
- Found and fixed an issue that could lead to AI not assigning units to a plan.
- Found and fixed some rare situational plan activation bugs.
- Fixed to pretty nasty issues with plan activation that caused France to act
dumber than usual and charge across the Maginot line again.
- Fixed major booboo that cause AI to often just redraw attack plans
- AI now rebuilds attack plans if they are almost done and getting stuck
- Fixed issue with SOV putting an anti tank battalion in their infantry divisions
- Made sure AI does not convert equipment, for now. AI is better off using what it
has than trying to optimize through conversion.
- Tweaked what AI sees as an easy target and weak units for better front
activation.
- Overhauled AI plan activation and mode setting.
- Fixed mistake in AI fortification evaluation for plan activation, and made them
better at taking advantage of weaknesses in fortified enemy fronts.
- AI will now respect impassable borders when drawing plans.
- Fixed a case of redundant unit shuffle.
- Implemented scriptable production prio per template target.
- Made sure 4 hour rule applies when changing attack target.
- Tons of AI template design bugfixes, improvements and tweaks in both code and
script for many of the majors, as well as in the general script for other
countries.
- Integrated logic for adding battalions together with replace so both options are
evaluated at the same time.
- Found a mistake in template match calculation and fixed it. Now seem 100% solid.
- AI non capital area garrison order no longer guards the whole coast.
- Fixed bug in template match score calculation that could cause some countries to
get stuck and not develop any new templates.
- Made sure rounding error does not break unit distribution on fronts.
- Tweaked port building desire based on AI naval focus.
- AI production tweaks taking role changes into account.
- Germany and Soviet are now able to field anti armor divisions.
- Soviet and Germany should now prioritize tank destroyer technology as they are
facing enemies with increasing armor.
- Added first pass anti armor roles for Germany and Soviet as well as AI test
scripts for it.
- Implemented caching of armor and piercing values per country as well as intel
functions to get some of them (others can be added as needed, but keeping).
- Tiny change in AI personality; being hostile towards someone now also means they
want to weaken them.
- Made custom icons for AI templates scriptable.
- Increased priority for infantry expert for Japan.
- Trying out Japan starting out doing army primacy.
- AI can handle reinforce priority better when designing templates.
- It is now possible to script reinforcement prio for AI templates, and the AI can
handle it.
- Rather drastic changes that effect how many troops end up in Africa.
- Fixed bug in AI deciding on which templates are best for production.
- Improved unitcontroller front shuffling when fighting.
- Improved distance factor for unitcontroller handling fronts during wars.
- Germany no longer loves spending time on motorized.
- Improved Germany AI garrison template.
- Improved AI garrison template design. AI now badly wants to assign garrison units
to garrison orders and will avoid assigning armor to garrison or naval invasion
orders.
- Separated strategies for building ships, airplanes and land units in order to
make saves work with roles.
- Added trigger for if AI has fielded divisions of a certain role for AI testing
and template scripting.
- Germany should now be able to design and field garrison units.
- Template roles should now be saved along with deployment lines (they get assigned
one to make sure the count per role to build is proper.)
- AI template design progression now works as earlier, but locked within role.
- Roles now exist in upgrading templates and deployment.
- The AI should now be sending and recalling expeditionaries intelligently.
- Removed silly AI code that could potentially lead to AI only front shuffling.
- Fixed the bug when air ai would not deploy any air wings if no airwings deployed
already
- Fixed the bug when air AI was too focus on naval air superiority rather than
getting air superiority in land combat areas
- Fixed the bug when air AI prioritized own units on friendly territory, rather own
units on own territory
- Now AI logic for request and recieve lend-lease equipment should be consistent
with each other
- tweaked China's templates so they try to aim for something less industrially
costly until strong enough (burn manpower!)
- fixed a case where AI would manage to sneek in nations it didnt actualy want in
factions (like finland in axis too early) just because it really really really
hated their opponents
- fixed a case where ai would jump on total mobilization despite having low
manpower laws and ruinign their reinforcement (probably only ever happened for big
nations like china)
- added separate ai scoring bonus for ahead of time techs so they better take
advantage of them
- Units that already have good positions on the front are no longer considered for
moving along the front
- Fixed bug that could cause units to take a naval path to nearby provinces they
could just walk too.
- Fixed bug that could cause units to cancel their move orders when they shouldn't.
- Scripted higher prio for economic and manpower laws.
- AI will ignore historical list when looking for focus to bypass.
- Fixed case where AI could get stuck researching if only single techs were queued
and they were not possible to research
- Fixed an issue where AI would queue up tech targets too early so they were not
correctly evaluated
- Improved logic for US involvement in the war in the case of swift japanese
victory vs china. It will now get interested as australia and india start to fall
also
- Minors will now do economic mobilization laws if justified against rather than
wait for tension or declaration of war (to help china)
- China now a bit more on the ball on manpower laws as they need to throw anything
they can at the invaders
- All nations will now be less spendy on admirals early on
- Soviet will now respect the spirit of the ribbentropp pact and not send
volunteers to poland ever
- Chinese AI will now consider naval ministers less interesting
- Tweaked many ai research weights to remove wierd choices due to timing
- Reduced AI research weights for picking heavy tank and special forces techs
- Tweaked ai weights for nations to make better selection on manpower and economic
laws
- A lot of changes to AI target templates for majors
- A lot of changes to AI production targets for majors
- Several changes so default AI focus more on inf, capital ships, fighters, less on
armor, random planes, and subs/destroyers

##################################
# UI
##################################
- Dramatically improved communist Korea by using DPRK (best Korea) flag
- Console now can't be open in multilayer or ironman
- Added tool tip information about amount of division templates in the army when
you hover over division counts
- Added option to double click for selection of all units in army with same
template
- Made significant fixes to how autoscrolling for selected units list to make sure
that now it will follow the selection properly
- Fixed overflow error that could cause wrong display of the intel data numbers
- Fixed the bug when available wargoals alert could stuck in iteration trough
countries player has wargoals against
- Fixed the bug when you could request 0 troops from your puppet
- Fixed the bug when civil war country manpower were displayed incorrectly
- Tooltips for battalions in division designer now show correct change in the
supply usage
- Now 'Subject main soon rise Autonomy" alert opens subjects screen
- Added reinforcement priority status for the template change menu entries
- Now tooltip for time estimation shows "Never" in case if factories assigned but
penalty is too big instead [No factories assigned]
- Added manpower showing on the info diplo screen
- Now equipment type buttons in the request lend lease screen does not depend on
the production or stockpile of the requesting side, rather than if this equipment
is known to be available for export
- Airbase icons are 30% larger in the strategic air map mode
- Expanded the war overview window to show more information. Major countries now
also has a golden frame, and capitulated countries now has a white flag.
- Impassable terrain now has a spiky outline.
- Changed radar tool-tip to clarify it helps you detect enemy fleets rather than
your own
- Changed the icon for manpower losses in theater history. It was using the icon
for manpower (top bar) but is now using the icon for losses (war casualties).
- Tweaked some interface stuff for air combat (stuff that was meant for the
simplified version, but is of no use now).
- Added new texture-files for the simplified air combat interface, to fit some old
elements that would be moved into this air combat interface.
- Implemented a simplified version of future air combat interface (in case of
planned interface can't be implemented, due to time constraints).
- Changed the cropping width of the Air wing names and air zone names in the air
wing interface. This frees up more space for other elements that occupies the
interface.
- Changed the highlight color for "outdated equipment", "available licenses" and
"active licenses" in the Production window. They were in white but are now in
yellow, for consistency.
- Change color of several text elements in naval battle, for more consistency.
Parentheses for ship names during naval engagements have been changed from green to
white. Changed "dispatch" to "dismiss" in the report for naval battles.
- Changed coloring of naval losses text, for consistency
- Fixed some text-padding in the construction interface (some text was
overlapping).
- Added convoys count on lend lease trade route tooltip.
- Fixed issue where there some plane icons had different sizes
- Fixed an issue where animated sprites would sometimes "strobe"
- Changed colors for strategic naval view to match air and be clearer
- Strategic air mapmode now has clearer and more visible coloring
- Fixed overflow issue in peace demand lists
- Created effects and animations on submarine.
- Fixed a bug where machine gun infantry trained with rifles.
- Created march animations for some units that were missign them.
- Tweaked several animations
- Airbase indicator on counters no longer eats zoom-in from mouse
- Efficiency growth now grouped with other modifiers of same type in production
interface
- Clarified tooltip of what production is needed for icon in production interface
and added tooltip to number also
- Added mip bias to button texture loading as some drivers may be picking a worse
mip level for our generals
- Console now can no longer be open in multiplayer or ironman to making life a bit
harder for cheaters
- When player is about to build a new radar, the new effect is drawn to indicate
the next level range
- Radars now has the on-map-icon. So player can see them when playing with 3d
buildings disabled
- Added setting for toggling visibility of radars on map
- Mouse over the radar icon shows the details tooltip and a range indication circle
- While in the strategic air map mode, now the terrain is painted with stripes
indicating if any of the selected air wings can be assigned to that region or not
- Fixed missing scrollbar in division designer when selecting custom icon
- Clicking on the army no longer swaps the map mode to the default one. Also it is
now possible to draw battleplans in any map mode from pressing the "small" map mode
buttons

##################################
# Audio
##################################
- Added and improved sound effects for airplanes.
- Added and tweaked audio assets for infantry and artillery.
- Added more weather sound effects
- Added new notifications sound effects
- Fixed several audio bugs

##################################
# Modding
##################################
- Added triggers for estimated max armor and piercing based on intel.
- Fix for CTD that occurred after reloading focus trees
- added console command "ai_pp_log" to log AI use of PP
- has_idea trigger is no longer affected by order of files in database.
- Fixed a crash when painting cities on the edge of the map.
- Added possibility to hide parts of the focus tree with a trigger. allow_branch =
{ <trigger> }.
- Added ability to reposition national focus based on trigger.
- Added modifier: IMPROVE_RELATIONS_MAINTAIN_COST_FACTOR
- Added support for relation modifiers and valid_relation_trigger in the static
modifiers file. Modifiers are removed if the trigger becomes false.
- Added add_relation_modifier effect that adds a static modifier from current scope
to target.
- Added remove_relation_modifier effect.
- Added trigger has_relation_modifier.
- Added modifier license_purchase_cost_factor. Modifies total CIC cost of
purchasing a license.
- Added modifier license_production_speed_factor. Modifies production speed for
license.
- Added modifier license_tech_difference_speed_factor. Modifies production speed
penalty from tech level difference.
- Added dynamic cost_factor modifier for idea groups. Example
political_advisor_cost_factor.
- Added ai_license_acceptance modifier, for relation modifiers. Modifies desire for
the ai to sell licenses.
- Added modifiers for purchase cost of specific types of licenses.
license_air_purchase_cost_factor license_infantry_purchase_cost_factor
license_armor_purchase_cost_factor license_naval_purchase_cost_factor
- Added triggers for license production: is_licensing_to and is_licensing_any_to.
- Added set_building_level effect, that sets the level of specified building.
- Added a level < <number> limit for building province buildings.
- Added any_province_building_level trigger.
- Added console commands set_global_flag and set_country_flag.
- Added guarantee_cost modifier. Modifies the PP cost of guaranteeing a nation.
- Added autonomy_gain_global_factor modifier. Factor on all autonomy gained by a
subject.
- Added trigger amount_research_slots > <int>
- Added trigger manpower_per_military_factory
- Added allow_branch trigger to technology trees. Will disable and hide all
children of a technology that does not meet the trigger.
- Added possibility to look for a specific archetype of ship in has_navy_size
trigger.
- Added trigger amount_taken_ideas. Excludes national_spirit, hidden, law = yes.
Example: amount_taken_ideas = { amount < <int> (mandatory) category =
{ military_staff } slot = { army_chief political_advisor } } Category and
slot is optional.
- Added on_state_control_changed to on action.
- Added non_core_manpower modifier that can be used on country level to control
manpower from non-core territory
- Added new ai strategy land_xp_spend_priority with valid values of
"division_template" or "equipment_variant"
- Added new ai strategy pp_spend_priority with valid values of "admiral" or
"general" or an idea
- Added new parameter states_filter to start_civil_war effect which filters out
invalid states from list
- Added new defines to control costs in peace deals
(BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR,
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR)
- States can now be marked as impassable and can then not be traversed by troops,
they get special border graphics to signify this. Province view will indicate with
an icon+tooltip, as will on-map tooltip
- Borders between provinces can now be set up in adjacencies as impassable and can
then not be passed
- Added on_uncapitulate on-action to mirror capitulation
- Added triggers for estimated max armor and piercing based on intel.

##################################
# Database
##################################
- Fixed issue with Japanese Infantry Equipment flavor name (hi ceebie)
- Added air wing naming schemes for many nations, including all majors, TfV and DoD
countries
- Made suicide planes their own archetype
- added a few more Cosmetic tags based on historical research
- Changed wwill to will in localization file
- Soviet generals are no longer allowed to derp SU-152s in tank destroyer mode. The
localization has been changed so that SU-152 is now self-propelled artillery and
the SU-100-Y is the tank destroyer.
- Added Takuo Godo war industrialist advisor for Japan
- Added corps commanders and navy leaders to: Ion Antonescu, Gheorghe Avramescu,
Horia Macellariu. Removed generic navy leader.
- Yugoslavia high command: Changed area of expertise to "Army Drill - Expert"
Danilo Kalafatovic changed to "Maneuver - Expert".
- Added new army leaders to Yugoslavia: Danilo Kalafatovic, Milutin Nedic, Petar
Kosic, Marijan Polic.
- Added new army leaders to Hungary: Ferenc Feketehalmy-Czeydmer, Kàvoly Beregfy,
Lajos Veres.
- Added Hungarian design companies: Ganz Danubius, MÁVAG and Fegyver- és Gépgyár
- Bumped Walter Model to skill 2 field marshal with defensive traits
- Added autogeneration of Air Wing names if none is scripted
- German generals von Kleist and W. List both get +1 skill level
- Added silly king renaming cities events instead of fixing the AI

##################################
# Balance
##################################
- Reworked airzones in several areas to be smaller and/or rational
- Blocked Sudetenland focus for Germany if Germany is in a faction with CZE and
together in a war
- Changed event germany.122 (Sudetenland failsafe) to kick CZE out of the Axis if
they refuse.
- Changed number of building slots in greater Transylvanian area based on feedback
- Added a core for Bulgaria in the Treaty of Craiova
- Added Aluminium to Asia
- Blocked ENG/FRA from interfering in Sudetenland if they are puppets
- Added a global flag that is set if Germany starts a war. AI weights for the
Sudetenland and Rhineland have been adjusted to ensure that Germany will be
challenged if they started a war before taking those focuses
- If FRA supports CZE alone in Munich they will no longer steal CZE from their
existing faction
- ENG/FRA are more likely to support CZE during munich if both they and CZE are
communist
- CZE is more likely to fight over Munich even if abandoned if they are in a
faction, even more so if they lead a faction
- Changed demand sudetenland effect to send demand to Czechoslovakia's overlord if
there is one
- CAS, fighters and tac bombers now have a stat progression for naval_strike_attack
instead of the same for all models.
- Rebalanced damage scaling in air combat to avoid most of the wierdnesses. more
planes generally more deaths etc, also less damage in the really bloody
defend/intercept scenarios
- Increased advantage of numerical superiority in air combat. 1000v100 test get
around 30% bonus for big side rather than < 10%
- Now possible to disrupt all incoming bombers/CAS if you have enough fighters in
air combat
- Scaled down damage done to planes on the ground during bombing to 1/5th
- Hungary now gets to have great war tank starting tech
- Prince of terror trait now gets +2% more recruitment from non-core territory
- Tweaked equipment deficiencies and some factory setups for china and japan in
1936 to balance later war
- Tweaked japanese/chinese tempaltes to slow down the war
- Reduced equipment starting lack for soviets in 1936
- Reduced stockpile gain on capitulate by 25%
- Its now 10x more expensive to take territory occupied by another faction in a
peace deal (e.g allies taking stuff commintern occupies)
- Custom-difficulty slider now also reduces the impact of resource shortage for AI
- The amount of spawned milita divisions in Spanish Civil War are now more and
positioned better to draw out conflict
- Spanish civil war equipment levels tweaked for longer conflict
- Tweaked SCW participant NU levels
- Bombing warscore now worth less on your participation

##################################
# Bugfix
##################################
- Fixed a duplicate advisor for Canada
- Fixed an issue with Vichy France thinking it was actually a proper nation and
changing its name while still a puppet.
- Fix for France and Britain gallantly coming to the rescue of a CZE that is allied
to Germany
- Fixed an issue where Romania could still refuse Bessarabia demands on historical
mode (will now never refuse on historical)
- Fixed an issue with the name of Greek party in spanish loc
- Fixed a trigger issue with the Germany befriends China focus (was OR, should have
been AND)
- Fixed an issue with a tooltip to cancel all construction displaying the wrong key
combination (Shift+click instead of Ctrl+click)
- Fixed critical spelling error in South African focus description
- Changed event France.14: added ai chances (AI will now always create Vichy in
historical mode), fixed a bug that would not assign Italy a state they were
supposed to get when Vichy is created
- Units can no longer be in multiple attack combats at the same time
- Fixed the bug when quite damaged fleet never could be sinked by naval strike
- Fixed the bug when large stacks of CAS could not enter combat after entering the
combat
- Fixed the bug when civil war side received only dead-zombie divisions
- Research bonus now sticks to tech its applied to
- Mission efficiency now affects air superiority
- Fixed the bug when change of political setup could lead to blocking of lend lease
cancelation by level of world tension
- Now transfer_ships effect won't transfer wrong fleet in case of the ships with
same name of in one fleet
- Fixed the bug when you could not lend lease allies in case of fighting in war
together
- Now war overview shows the exact faction members that have to surrender to make
sure that war ends
- Unlocked technology now properly updates units and division template stats
- Fix for the bug when ships port capacity was wrongly calculated while merging
fleets
- Radar levels now uses last non damaged level for calculations
- Now subjects can join only master's wars
- Rockets now get properly upgraded
- Fixed the bug when military access was reversed for the strait rules
- Fixed the bug when airplane transfer progress was not saved
- Fixed the bug when building slots in revolter country were counted as non-core
- Fixed the bug when puppets were not automatically included in the peace
conferences as loosing sides
- Fixed the bug when threat from the focuses with national focus were displayed
incorrectly
- Peace conference does not consider any more as loser side country occupied by
another one that stays at war with occupied after piece conference
- Fixed the map tooltip bug that occurred when units were selected in secondary
mapmode but was showing still the unit movement info
- Attacked units now can attack on their own
- Made possible to declare war on puppets if already at war with master
- Now subjects can always join master's wars
- Fixed the bug when colonial troops disappeared after annexation of the subject
- Fixed the issue when on map tooltip shown that rocketsite and air base were
located in state even they were not built yet
- Fixed the bug when political power was shown as progress for war goal
justification
- Fixed the bug when cancellation of the trade happened if influence of opposite
country was below zero
- Added removing of the war threat when canceling justification of the war goal
- Naval service manpower now properly returns after ships are getting sink in the
naval combat
- Fixed the bug when factories could not be converted if there is no factory of
other type in the state
- Went grammar fascist on an error log message for when dupliacte ideas had been
scripted in.
- Fixed an issue where Slovakia used a Slovenian flag.
- Fixed a number of errors in German localisation (thanks davewolf!)
- Radar tool-tip no longer claims that it helps the enemy find your fleets
- The Northern Lights achievement now recognizes dynamic tags spawned from the
Scandinavian countries
- Changed demand sudetenland focus to send the event to Czechoslovakia's overlord
if they're a subject
- Blocked the munich conference (from Demand Sudeteland) if england no longer
exists or has become a subject. Czechoslovakia (or their overlord) get the direct
demand event instead.
- Fixed issue where units could be given multi-province retreat orders ( This could
result in for instance retreats all the way back to your capital )
- Canada has finally learned that no means no and will no longer join Germany's
faction when the proposal is rejected.
- Added bypass to Canadian focus 'Join Germany' if Canada is already in a faction
with Germany.
- Canada will no longer get wargoals on USA from focus when they are in the same
faction.
- Removed 0-1 cap from join_faction_tension and guarantee_tension modifiers to show
tooltips when ideas reduce them.
- Fixed every_enemy_country effect using same code as random_enemy_country effect.
- Fixed database issue that caused has_available_idea_with_traits to not work for
design companies.
- Fixed an issue where splitting an uneven amount of resources down the middle
would round up both piles and cause discrepancies between trade interface and
production interface.
- Units containing primarily licensed or lend leased variants now use 3D models
from the equipments original creator.
- Added tooltip generation for create unit commander effects.
- Trade view now filters subjects properly.
- Added bypass to Japanese focus Sever 'Sino-German Ties' if China is a puppet of
Japan.
- Request Lend Lease should no longer show as if it would be accepted if there is
no equipment available for lease or the requester has too much equipment.
- Yugoslavia now only loses ideology support when Italy completes 'Claims on
Yugoslavia' if they are not obviously working towards that ideology.
- Added support types so japanese suicide craft will work
- Fixed some cases that made air outcomes wierd and where air speed has extremely
little (or possibly bad) impact
- Completing focuses no longer resets their tension impact. also tension given back
now scales properly depending on when you cancel
- Syria and tunisia no longer changes controller as part of vichy events if
occupied by 3rd party
- Fixed invalid caluclation for offer peace action. can now actually offer peace
when losing
- Fixed an issue where divisions would get deleted when being transfered to another
nation due to manpower already reset
- Total production line output can no longer go negative (caps at 0 and only
appeared when doing certain modding)
- Fixed a problem with overflows for large manpower numbers when calculating intel
- Target for surrender now checks if we are allowed to surrender and scores
appropriately. Fixes issues where multiple wars could block each other from ending
despite a full side having capitulated, yet not called some party in
- Bombing warscore is now properly capped to its max even when bombing multiple
target nations
- Portrait settings file no longer checksummed. Moved from common.
- Portrait database can now load data correctly from multiple files.

###############################
# Stability & Performance
###############################
- Fix for CTD during end of the offered peace conference
- Now pending diplomatic requests are cleared properly when exiting to main menu
(could cause CTD as well as UI corruption)
- Fix for CTD caused by wargoal alert being clicked with bad timing
- Fixed CTD from deleting airwings by reducing size to 0 and then opening the air
overview
- Fixed the annoying "death by of a thousand savesgames" thing that could happen
when running with a lot of debug saves enabled and jumping around date points
- Fixed a CTD if a unit from a save with an invalid war with no capital was
attempted to be teleported to it
- Fixed a place where illegal memory could be accessed, potentially triggering the
birth of a new chaos god
- Fixed potential CTD/memory corruption in updatefrontdata averting the chaos gods
once again
- Fixed a potential mod related memory corruption in launcher that could lead to
rare crashes
- Fixed a case where certain scripted nations could make the game CTD selecting
1939 start

################################################################
########### Patch 1.3.3 "Torch" ###########
################################################################

##################################
# AI
##################################
- Italy AI should now be better at picking proper units to fight in Ethiopia.
- AI is now inclined to ignore non-dangerous fronts while at war.
- Battle plan AI should no longer "forget" units assigned to attack order.
- Made AI better at dynamically evaluating level of preparation to attack based on
expected enemy strength.
- AI should no longer be able to give units ridiculously long retreat or move
orders while they are in combat.
- The AI should now be a lot better at handling a surrounded enemy capital.
- AI is less spammy with call to arms and join war requests.
- Battle plan AI unit distribution should now be more stable (though even further
improvements would be good).
- AI will no longer declare wars on countries that control no territory, even if
they technically exist in a limbo while their faction have not lost a war.
- The AI should now be managing its theaters better.
- AI will now start considering buildup of military constructions after a while,
even if peaceful and not directly threatened.
- Naval AI will now attempt to use strike fleets to aid in coastal land combats if
they are not on a mission to aid in a naval combat.
- Some minor AI optimizations.
- AI occupation policy is now scriptable, though no scripts for this has been
added.
- Repaired a mistake in AI diplo for offering someone to join their faction. Threat
from wrong side was used when looking at acceptance.
- Made sure AI considers org when performing naval invasions.
- Eat your vegetables before you get dessert: AI will no longer be declaring wars
or justifying claims while in a losing war.
- The AI can now build any scripted building that is a part of an established
building category.
- Made sure AI can not send parts of equipment. Half a ship is not particularly
useful.
- Fixed a serious issue where AI would never counter resistance with area defense
orders, completely ignoring conquered territory.
- AI is now less nervous about neighbors fighting a common enemy and not losing.
- Purged unit_base, as it did nothing apart from making scripting harder.
unit_ratio is now the end all an be all of unit production in the scripting, and
setting it to anything but a positive value will make the AI NOT build it.
- AI will now remove deployment lines for types it has reached its wanted number
for.
- Improved the code behind AI template design, so the scripting should make more
sense now.
- Minor tweaks to terrain prio when drawing fallback line which should make the go
for mountains more.
- Battle plan AI is now capable of finding more complex paths to front position.
- Some balancing to construction AI focused on improving military industry
production.
- Made AI better at calculating supply use when deciding how many divisions it can
field.
- Made sure AI is not blocked from researching, even if only crap is left. Script
can still set AI desire to 0 to block it.
- Improved naval AI region evaluation and made it better at reacting more
efficiently to changing situations.
- AI now considers reinforcement priority for volunteer theater.
- Improved deployment AI to manage lines better and improved calculation of desired
number of divisions.
- Added ai_strategy type 'support' that can be used to manipulate a countries
desire to send lend lease to another country.
- Added will_lead_to_war_with when Germany demands Sudetenland. Makes AI prepare
for a possible war.
- Improvements for air AI airwings picking and distribution
- Now air AI considers AA while prioritizing strategic bombing and defense
operations
- AI should no longer be so happy on naval construction over military when it had
also alot of civilian industry (hello USA)
- AI can now reprioritize production lines in a few cases to deal with resource
lack
- AI us now makes use of more civilian factories when needed for trade
- fixed a case where AI would get sidetracked when designing divisions of specific
country type and instead attempt to make generic ones
- added "ai_priority" on battalion types that get calculated by template, ai uses
these rather than the visual representation to manage its divisions
- AI is now able to send old equipment as lend lease not just its newest
- AI can now cancel lend leases it can no longer afford or with nations it no
longer make sense
- made AI more careful with its stockpile and who to lend lease to
- improved logic for AI's lend leasing
- fixed issue where a big difference in scoring of combat width could make AI
refuse to upgrade its divisions
- USA should now lend lease soviets when they are in trouble if they have
sufficient spare stockpile
- "support" ai strategy now lets nations lend lease away some of their stockpile
buffer too
- fixed a case where AI would fail to deploy its main invasion protect fleet
completely if some of the areas were out of range
- fixed AI invadability evaluation sometimes failing on naval path checking
- fixed a case where AI would try to split off fleets when it was not valid
- fixed a case where AI would spam invalid naval moves
- added equipment_stockpile ai strategy that lets you affect how much stockpile ai
feels it needs
- all nations with many divisions will now attempt to accumulate bigger stockpiles
for safety
- Fixed several cases where overflow of calcualted priorities could make AI do the
opposite of what it wanted to do
- Now air ai calls recalculation of air priorities on joining a war
- fixed an issue where air AI would fail to assign mission if the only acceptable
one was interception
- fixed a case where Japan would ASK to join germanys wars despite doing badly with
china
- nations with restrictive modifiers for joining factions (japan) now super careful
about accepting calls to arms to majors (soviet) when still at war with major
neighbors (china)
- ai should now no longer get stuck on super large trades and better fulfill its
needs (basically skipped the full-trade logic)
- AI now looks for trades in priority order of biggest lack
- AI now prefers trade with closer nations if naval transport required
- AI now likes trading with nations with neutral foreign policy more as they are
stable
- lend lease now automatically cancels when war ends for the receiver
- AI is now MUCH better at looking at the equipment cost for switching more
templates than just one at a time
- AI cares about infrastructure way more when placing consctruction
- AI should no longer go as happy on naval construction over military (was counting
ratio also using civilian so got disproportional large naval part)
- AI us now allowed to trade using more civilian factories
- Ai should now be much better at going for medium tank divisions. Fixed issues
with width being off as well as wrong template being used when evaluatign fitness
for changing out lines
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck
thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template
upgrades and could get stuck on motorized
- AI should now show greater interest in researching excavation tech.
- Tweaked templates a bit for majors to avoid getting trapped in subpar targets
- Allied AI will no longer guarantee Finland if Soviet justifies war on their
claims, while Germany is the biggest threat.
- fixed an issue where some scripted ai strategies would not work after updates (it
was order dependant)
- added an AI sanity check to the War with the USSR focus for Germany
- Reduced AI research randomness and improved info in AI research log message
- Made sure AI considers convoy count and possible delivery route before sending
lend lease
- AI will now leave potentially hostile nations alone for guarantees until they
have generated some actual threat giving you 1-2 smaller wars before you are sucked
into the ww2 vortex (makes some minors a lot more playable)
- rebalanced ai priorities for medium vs light armor so that ai doesnt get stuck
thinking its making light when it isnt
- fixed a case where AI was looking at the wrong type when deciding about template
upgrades and could get stuck on motorized
- Improved AI trade law logic selection
- AI now has a can_upgrade_in_field trigger on templates to give it hints on when
to stop producing light tanks and switch over to medium for stuff

##################################
# UI
##################################
- Battleplans are now hidden during the peace conference to not obstruct the view.
- Players lagging behind message in multiplayer, is now replaced with an alert
(tooltip shows who and how much).
- Added alert about having unassigned divisions.
- Added loading progress bars.
- When selecting a division(s), the list of all divisions automatically scrolls to
show it.
- It is possible to hide ALL map counters except your units. Hotkey 'M'.
- All the message popups that doesn't require the player choice (yes/no/etc),
automatically hides after timeout, to not fill the screen with hundreds of windows.
Useful when running the "hands-off" observing game.
- Building constructions and conversions now can be added at the top of the queue
by holding ctrl and click.
- Made save game name text field longer.
- Added stockpiling amount to production screen. Changed text to icons.
- Added tooltip to US "Destroyers for Bases" focus to make it clear who gains
certain territories
- Fixed a tooltip for the Australian focus "A Deal with Japan" to account for
different options of territories transferred
- Fixed legibility issues in event news.199
- Fixed a tooltip issue in the SAF focus tree
- Added dockyard output modifier icon in the production screen
- Fixed wrong division flags in the combat screen
- Missiles now count as bombers in the region air screen
- Fixed issue when multiple army groups was not shown in the volunteer theater
groups
- Multiple fixes for trade influence issues with not matching numbers
- Tooltip in the research screen does not show ahead of time penalty if player has
100% ahead of time penalty reduction bonus
- Minor fix for army group leader tooltip, to match numbers when penalty for too
many units applied
- Arrows now gets hidden while editing the orders
- Now top bar tooltip for factories also shows damaged ones
- Missiles are not shown in logistics screen anymore
- Fixes for fear trade modifiers being applied in wrong direction
- Now clicking on not existing country in the managing occupied areas screen you
won't go to diplomacy screen
- Fixed the bug when plan evaluation numbers was not matching
- Fixed the bug when capital icons were not correctly shown
- Fix for the tooltip on return territory
- Added clarification on non-progressing training by reason of lacking equipment
and manpower
- Now Pass button gets disabled in the peace conference if no actions left to take
- Combat log screen now will be shown on top of other screens
- Now load game button disable at the same time as continue button
- Clarified tooltip for opening multiple info windows in the tech and focus tree
screens
- Political cost now is hidden when the law is taken
- Fix for the switch to next autonomy level glow (now it is actually hidden)
- Fixed warscore not being calculated properly while war without majors on one side
- Now invalid leader picking screens disappear as army group gets deleted
- Disabled icons while in deployment mode
- Fix for the rules not being updated on savegame load
- If national focus not changing tooltip doesn't show weekly change anymore
- Fixed factory conversion button flickering while non-paused gameplay
- Fixed the bug when techtree was broken after switching country
- Added ability to toggle fog of war map effect on/off
- Tooltips existing lend leases for equipment now show type as well as national
flavor name when these differ
- Releasing nations with a lot of states no longer massively overflows popup window
- Multiple rows of division types now possible to be shown in army overview
- Tweaked gradient borders for strategic areas so there is no weird gap between
areas (more visible with mods)
- Air wing reinforce limit window now has the +50/+100 buttons jump to closest
multiple to avoid clicks for neat sizes, steps are also +5/+10 for carrier parked
wings
- Can now increase/decrease queued up ship production faster with ctrl/shift click
(ctrl=10 at a time, shift=100 at a time)
- Indian National Army focus now has correct effect description
- Fixed overlap of text in options with certain languages
- Changed shortcut for closing a bunch of production items as ctrl+click it’s easy
to miss-click with other shift+click nearby
- Fixed centering of trade scrollbar
- Achievement entry header now highlighted in orange
- Achievement window now movable
- Resistance tick indicator now doesn’t show VP stuff in states where there can’t
be resistance
- Clicking rightmost side of savegame edit box no longer deselects editing
- Spelling fix of Trotskyist
- Added tooltip to icons displaying used combat width in the combat window .
- Added tooltip to research button explaining the 30 days grace period.
- Added province tooltip if there is an air base or rocket site present.
- Added state name when hovering over a naval base.
- Renamed "Small arms research time" to "Weapons and Equipment Research Time"
- Explained conditional effect of why we fight focus in tooltip
- Entrenchment tooltip only shows days left when unit is not fully entrenched.
- Fixed rounding issue in resource mapmode
- Made separate production tooltip for naval items, reflecting they don't retain
efficiency.
- Added war requirement to lend lease tooltip.
- Armies view: Improved consistency across the different tooltips. Added penalty to
the groupview in the bottom of the screen. Moved penalty explanation to delayed.
- Added delayed tooltip to production line filter explaining Shift+click mechanic.
- Removed "Support" header from division icon tooltip when it has no support.
- Changed production line tooltip to no longer lie about total output and resource
efficiency to the player.
- Maximum amount of slots is always stated. Factor modifiers not shown if slots <
0. Wasteland is now displayed in same way as other categories.
- Changed "Trade Bonus" modifier to "Overlord trade cost" and made it a negative
modifier.
- Added "Stop" button to continuous focus detail screen.
- Added bypass button for focus if they have are mutually exclusive with another,
automatically locking players in a branch.
- Moved the disband button, manpower and equipment numbers around for unit details
view
- A bunch of tooltips readability improved. Various changes, typo fixed, decimal
points changed, etc.
- added ability to toggle fog of war on/off
- Changed efficiency tooltip growth to show daily values instead of weekly

##################################
# Modding
##################################
- AI occupation policy is now scriptable, though no scripts for this has been
added.
- The AI can now build any scripted building that is a part of an established
building category.
- Purged unit_base, as it did nothing apart from making scripting harder.
unit_ratio is now the end all and be all of unit production in the scripting, and
setting it to anything but a positive value will make the AI NOT build it.
- Improved the code behind AI template design, so the scripting should make more
sense now.
- Added ai_strategy type 'support' that can be used to manipulate a countries
desire to send lend lease to another country
- Dynamic state, country and global flags effect. set_global_flag =
test_flag_@ROOT.
- Added triggers for date days and value to flags.
- Added has_resources_amount trigger.
- Added trigger has_tech_bonus. Works with specific technology or category.
- Added can_join_factions rule.
- The AI is no longer quite as emotionally attached to modded ideas. Will now
consider changing non-hardcoded ideas if the ai_will_do value is higher than the
existing idea.
- Added has_country_leader trigger.
- Clearing script flags now removed them completely instead of setting value to
zero.
- Added modify_global_flag modify_country_flag modify_state_flag effects.
- Tooltips for is_core_of and is_claimed_by now work with any_state triggers.
Removed state name from tooltip. Country name now uses def version.
- Added an on action for on_annex. Fired from both effect and peaceconference.
- Console command: add_party_popularity <ideology group> <value> - ideology group
has shortcuts d f n c for vanilla HOI groups.
- Console command: set_ruling_party <ideology group> - ideology group has shortcuts
d f n c for vanilla HOI groups.
- Added timed script flags. Example: set_country_flag = { flag =
GER_drunk_scientists days = 30 }.
- Added local_non_core_manpower state modifier.
- Added has_army_experience has_air_experience has_navy_experience triggers.
- Added trigger has_full_control_of_state.
- Added scope support as right side argument for is_subject_of and is_puppet_of.
- Added trigger to technology folders. Will hide tab and disable research for techs
if trigger is not met.
- Added on_startup to onactions.
- Added count_triggers. Will return true if _amount_ of triggers in the scope is
true. Same as calc_true_if on other projects.
- Added set_state_name effect.
- Added reset_state_name effect. Resets state name to original.
- Added trigger is_staging_coup.
- Added trigger has_focus_tree = <id>
- Added has_template_ai_majority_unit trigger that uses the new ai priority instead
- Production line efficiency gain is now capped at zero for negative values so
modders can zero out efficiency gain if they want
- Added effects for setting and resetting province names for victory points
(set_province_name = { id = <province id> name = <string> } and reset_province_name
= <id> )
- Split up factory modifier into a new industrial_capacity_dockyard so dockyards
get their own progression
- Split up MAX_FACTORIES_PER_LINE define by type to MAX_CIV_FACTORIES_PER_LINE,
MAX_NAV_FACTORIES_PER_LINE, MAX_MIL_FACTORIES_PER_LINE allowing different factory
counts for different kinds of production/construction lines
- Added new num_divisions trigger to check actual number of divisions regardless of
strength etc
- pp console command can now take negative values
- ai_dump command now also lists all active strategies for a nation to help with
debugging
- Added define to modify threat requirement for joining a faction when at war.
JOIN_FACTION_LIMIT_CHANGE_AT_WAR.

##################################
# Database
##################################
- Missing portrait for Xhemal Aranitasi of Albania. Buffed to skill 2.
- Removed duplicate destroyers from GER OOB.
- Afghanistan now uses generic arab leader as country leader instead of asian
continent fallback.
- Moved Brest Naval base to be in the Bay of Biscay instead of English Channel
- Moved rubber from Uganda to Stanleyville
- Moved naval base in Belgium to VP province
- Nudged and moved Naval bases for ITA based on beta feedback. Moved navies start
position to relevant naval base.
- Replaced Mao with Zhang Guotao as communist leader of China.
- Nudged Reykjavik VP, unit pos and naval base.
- Added rubber to states in Africa. Equatorial Africa - 4 rubber | French West
Africa - 2 rubber | Gabon - 1 rubber | Central Congo - 5 rubber | Angola - 1 rubber
| Portuguese Guinea - 1 rubber | Liberia - 7 rubber | Uganda - 4 rubber | Nigeria -
3 rubber | Tanganyka - 2 rubber.
- Changed Cape Verde, the Azores, the Canary Islands, Bermuda, Jamaica, Cuba,
Galapagos, Comora and Socotra from desert to mainly hills or plains.
- Removed naval base from 6749. 11707 naval base level 1=>2.
- Changed color for D02 civil war tag.
- Changed icons for generals and advisors for a lot of countries, to avoid
duplicates where possible. New icons used are: "generic_army_asia_7",
"generic_army_asia_6", "generic_army_asia_5",
"generic_army_asia_4", "generic_army_african_6",
"generic_army_african_5", "generic_army_african_4",
"generic_army_south_america_5", "generic_army_south_america_4",
"generic_political_advisor_europe_6", "generic_political_advisor_europe_5",
"generic_army_europe_6", "generic_army_europe_5", "generic_army_europe_4".
- Flavor names for transport planes
- some updates to German air oob, using historical variants
- Fixed an issue with localisation of event germany.118
- Added flavor names for Romanian and Yugoslavian trucks
- Added events to rename Stalingrad and Leningrad
- Fixed wrong naval prefix for HOL
- Changed Romanian starting politics to better represent historical reality
- Added Colorado-class Battleship variant to US starting OoB
- Some minor adjustments to ENG and GRE air oob in 1939
- Changed prefixes for Italian ships based on forum feedback (newly constructed
ones only for the time being)
- Some minor adjustments to Romania 1939 air oob
- Added sanity checks to Italian "War with Greece focus" (Greece not a puppet,
Italy not currently at war with Greece)
- Added name list for Indonesia, enabled Dutch namelist if puppet
- Changed ideology for Serbia in 1939 to make it consistent with 1936 (unless
someone can prove that Serbians were significantly more fascist in 39 compared to
36)
- Fixed wrong name for Dutch fascist demagogue
- Added a number of historical plane variants to starting OoBs, including foreign-
bought planes for a number of countries
- Changed Yugoslavia starting OoB and technology
- Fixed two cosmetic tags for Lithuania and Latvia
- Added a cosmetic tag for Czechoslovakia if Slovakia also exists (i.e.
Czechoslovakia is really only the Czech republic)
- Changed name for state 457 from Arabian Desert to Eastern Desert to better
reflect reality
- Added cosmetic tag to Franco-British Union event
- Fixed a minor issue with a Japanese cruiser being the wrong class
- Added news event for Chinese United Front forming
- Some adjustments to Hungarian flavor names based on beta feedback
- Fixed two cosmetic tags for puppeted Poland (Poland now actually quite lost)
- Fixed issue with duplicate generic design companies for TfV countries
- Removed a General that somehow got copied over from Ethiopia to a number of other
countries
- Removed a lot of cores from countries with overseas territory.
- Added shipnames for Malaysia
- Gave advisor Franco his proper portrait
- Changed name for puppet level SOV puppets after forum feedback
- Restored name changes for fascist France, using Vichy France for the German
puppet state
- Changed some focuses in SOV tree. SOV will now no longer pick anti-capitalist or
anti-fascist propaganda if they are democratic or fascist. The relationship penalty
will also only apply to the major powers if they are not communist
- added two more on actions to add the Czech-only cosmetic tag
- Changed autogenerated portraits for Middle Eastern countries.
- Added artillery to ENG starting templates in 1936/39
- Added 5 convoys to Manchukuo
- Added armored division template to Hungary and Sweden
- fixed an issue with a portrait missing for TfV owners
- fixed an issue with the portrait of a Canadian admiral
- fixed a misstranslation in German localization (implied that you saved XP when
creating a variant)

##################################
# Balance
##################################
- Heavy tanks gain 10% attack bonus vs forts
- Heavy TD gain 5% attack bonus vs forts
- Super heavy td get 30% bonus vs forts (compare 50% for SH)
- Added bonus to dockyard output to difficulty sliders (20%)
- Maintenance company can no longer bring bonus so high that equipment becomes
invulnerable (total bonus went from +40% to +20%)
- Concentrated and Dispersed industry techs now give same bonus to dockyard output
(+10%)
- Super heavy TD's now match combat width of other TDs
- lvl 1 light TD now has same speed as lvl 1 light tank
- Added Soviet version of honoring the MR pact. From this version on it will suck
to be Poland.
- Germany and Soviet will no longer hand out Polish territory if owned by player
Poland in their faction. Poland is now playable again.
- Spread out repair speed over construction tech. All construction tech now give
production_speed_buildings_factor = 0.10 industry_repair_factor = 0.10
- India focus tree: Naval Funding now unlocks Light Cruiser 2 tech if you don't
have it completed. Added tooltip to explain the effect.
- Wargoal justification now adds extra threat depending on the industrial capacity
of the target country.
- Added PP cost and time scaling to justifying wargoal. More justifications and
wars => higher costs
- Changed naval production continuous focus to increase dockyard output by 20%
instead of reducing prices by 20% (which was exploitable)
- Blocked ideology pushers (fascist demagogue etc.) based on completed focuses for
SAF, CAN and NZL (to bring them in line with AST and RAJ)
- Moved Japanese cruiser Takao back to its original position after beta feedback.
Another critical gameplay issue successfully resolved
- Changed one of the Sinkiang Captains of Industry to War Industrialist. Sinkiang
now confirmed OP
- Now factories receive penalty for each next lacking resource across multiple
lines rather than max out at 80% by line
- Infrastructure now adds construction speed to the buildings with shared slots
- Change: Total Mobilization economy law now has a 20% WT limit.
- Change: Increased Air Attack for Advanced Fighters to 32 and Improved Jet
Fighters to 40.
- Change: Production techs have been rebalanced.
- Each level in the Production track now gives 10% Production Efficiency Cap.
- Flexible Line's bonus to Production Efficiency Retention has been reduced to 20%.
- Concentrated Industry now give 15% Factory Output bonus per level.
- Change: Production Efficiency Growth has been changed from being linear to
slowing down as a line reaches max efficiency.
- Change: Defensive values for Medium Self-Propelled Artillery has been changed to
be in-line with other Self-Propelled Artillery.
- Change: Changing a production line to a vehicle in the same family (Pz III to
StuG III) now retains 70% of the production efficiency. Changing a production line
from one vehicle model to another (Pz III to Pz IV) now retains 30% production
efficiency.
- Change: Infantry equipment build costs changed to 0.4, 0.5, 0.6 and 0.7 IC
respectively.
- Change: Soft attack values for artillery has been nerfed across the board.
- Artillery battalions has had their soft attack values reduced by 20%
- Rocket artillery soft attack has been reduced to 40 and 55
- Medium SP Artillery has had its soft attack values reduced to 56, 72 and 84
- Change: Medium and Light SP Artillery battalions changed to 36 vehicles each.
Heavy SP Artillery changed to 24 vehicles each. Superheavy SP Artillery changed to
12 vehicles.
- World Tension from national focuses have been increased.
- Lowered world tension generation by about 50% for many actions.
- The national focus Italian Highways now provide one infrastructure per state
instead of two.
- The national focus Metropolitan France now provides two infrastructure per state
instead of three.
- The national focus Improve Railway Network for Soviet Union now gives higher
priority to high population states.
- Soviet national spirit Home of the Revolution no longer reduces construction
speed.
- Kiev, Kharkov, Stalingrad, Kazan, Perm, Chelyabinsk and Sverdlovsk have received
2 more infrastructure level to compensate for the infrastructure changes. Saratov,
Magnitogorsk, Ufa, Zlatoust and Moscow have also received 1 more infrastructure
level.
- Improved infrastructure for Japan. Kanto, Tokai and Kansai have had their
infrastructure increased by 2. Chugoku and Kyushu have had their infrastructure
increased by 1.
- increased infra NFs for south africa by one level
- increased infra NFs for india by one level
- Australian standard gauge railway focus should now avoid wastelands when placing
infra
- Japan's infrastructure effort focus no longer places infra in invalid spots
-Added 1 extra infrastructure from generic focus tree infrastructure_effort and
infrastructure_effort_2. Now gives +1 and +2 up from +1 +1.
- lowered price of synth refinery by 30% and increased its resource output by 40%
- The technology Streamlined Industry now provides 10% Production Efficiency Growth
instead of 25%
- Reduced tension impact for soviets claims on baltic nations and justifying
wargoals for legit claims

##################################
# Bugfix
##################################
- It’s now possible to directly declare war on subjects
- No longer get invalid "overseas" penalty to disbanding troops when enemy has
taken some lucky provinces in your capital
- For Naval Superiority air superiority now works as a multiplier to your naval
force rather than side by side. So you can’t get naval superiority through only a
giant pile of planes anymore
- Fixed an issue where in civil wars the dynamic tag side would end up with no
manpower in their divisions and get them disbanded
- Fixed an issue in civil war start where deployment lines did not transfer over
manpower properly when balancing those between revolter and original
- Communist/Fascist minors are no longer tied to neutral tree in historical play.
- Reenabling elections for democratic nations when a civil war ends
- Changed Munich conference events to account for Little Entente. If Britain
decides to support CZE while the Little Entente is active, the British commonwealth
joins the Entente
- Fixed German puppets being allowed to refuse Anti-Comintern Pact and Anti-Soviet
Pact
- Changed the "Test the Chinese" focus for Japan to bypass if the borderlands are
not held by CHI, PRC or SHX
- Added additional checks to Japanese "Pressure Siam" focus to check if Siam is
actually in any position to be pressured (not a puppet, not a government in exile)
- "improve national spirit" focus for Japan now continues if conditions are no
longer met
- Repaired paradrop order
- Fixed GetNameDef not using cosmetic tag names.
- Country colors now update immediately when changing cosmetic tags.
- Changed UK NF for Turkey to take UK ideology into account.
- Engineer company tech now shows gain as +2.0 instead of +200%.
- Nationalist china can no kill itself slowly by picking the internationalism
focus.
- Missing loc. Wrong modifiers. Wrong news event. Weird event pic. Wrong loc for
options, etc etc for a german focus.
- Oster Conspiracy now only happens if a leader called "Adolf Hitler" is in charge
of Germany.
- Added name to GER-SOV research treaty.
- News events stating that SOV or GER has taken control of east/west Poland now
requires them to at least control a bit of it.
- Added choice for player INS to pick side when AST starts a civil war.
- Added ai modifiers for demand NZ event. NZL will have a chance to accept in
certain situations.
- Added function to normalize party popularity if drift is only negative.
- Moved naval base in Sundra Islands state to a less interesting location.
- Our words are backed achievement is now valid even when India goes free later.
- Fixed NZL historical list pointing to ENG
- Added localization to original_research_slots trigger.
- Japan now creates own faction and adds New Zealand to it for befriend Japan
focus.
- Fixed missing leader portraits for Libya
- Added check for PRC control of state where they are given troops in Chinese civil
war.
- Tizard mission no longer available if ENG and USA has different ideologies or one
of them no longer exists.
- Around Maginot will now bypass if none of the targeted countries exist.
- Blocked restarting Chinese civil war if CHI or PRC are puppets.
- France now becomes Free France if Vichy is created from the event.
- Fix for some germanmarchorder songs requiring germany to have completely given up
before having high chance of playing.
- Fixed critical spelling error in name of "Philipines Division"
- Fixed an issue where Stanley Baldwin would return to British politics in 1940 if
player starts in 39
- Fixed description of MAN (the idea, not the country)
- Added a check for the Japanese "strike the USA" focus to check if Japan is in
faction with USA (it would be silly otherwise)
- Fixed a problem with the Stanley Baldwin resigns event that could lead to non-
Baldwin leaders getting fired.
- Removed an unnecessary ai_weight modifier in event Germany.5
- Fixed an issue where France forming the Little entente before Germany
remilitarized the Rhineland could lead to France getting removed from its own
faction
- The "Southern Expansion" Focus for Japan will now bypass if Japan is allied with
Britain and the Netherlands. When allied with only one of them, Japan will still
gain a wargoal on the other
- Changed French challenge the Rhineland event to spawn a civil war even if France
is communist (the democrats won't allow the communists to drag the country into
another useless war!)
- Fixed communist on communist violence if communist France challenges the
Rhineland (for real this time)
- Fixed text overflow in Canadian patriation news event
- Fixed a number of spelling errors in Italian shipname list
- Changed achievement "Once more mate" to point to correct state
- Fixed an issue where event usa.24 checks whether ENG is at war with itself (now
checks if at war with US)
- Fix for fascist Indonesia not changing its flag when taken as a puppet from HOL
in a war
- Fixed an unlocalized string in the South African focus tree
- Fixed a spelling error in Italian general's name
- Fixed Afghanistan using wrong 2d culture and incorrect picture for starting
General
- Fixed air production continuous focus not affecting CAS and Jet strategic bombers
- Fixed an issue where Germany would take the Alliance with Spain NF focus even if
Spain is already in a faction with Germany
- Fixed missing bypasses for war with Germany/England in Soviet tree
- Fixed an issue where swapping Slovakia for Danzig followed by the Soviet union
attacking Poland after the MR-Pact would not transfer parts of Slovakia to Germany
when the war ended, leading to very ugly borders
- Fixed lack of portrait for MZB leader
- Fixed a number of text overruns in flavor descriptions of British cruisers
- Fixed a number of typos in event germany.97
- Fixed Guanxi ideology pushers lacking portraits
- Fixed an issue with event news.37 sometimes showing two options
- Added cosmetic tag to Canada to give them their historic flag when not playing
with TfV (as long as they stay in the Allies)
- Fixed an issue with missing text in event news.287
- Fixed an issue where "a deal with japan" would kick Australia out of any faction
when it should only kick them out of the Allies
- Fixed missing localization for air_equipment
- Changed "Woo the US" focus in AST tree to require USA to not be a puppet, which
should help to remove an edge case where US could gain full independence again by
joining a faction with AST
- Fixed a number of typos in the RAJ focus tree
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked
out of any faction it is currently in
- Fixed typo in Australian event tfv_australia.90
- Fixed critical issue with portrait path for Chilean general
- Fixed a number of missing event pictures for Canada and South Africa
- Fixed an issue where puppeting SHX as Japan before starting the war would
backfire later
- Added cap on world threat
- Now nukes can be build by reactors on controlled territory
- Fixed the bug when sometime combat width during the combat could be overstepped
- Removed naval leader xp gaining for spotting while peacetime
- Fixed airwing alert not opening airbase while being clicked
- Fix for removed rocket sites not disappearing
- Removed the ability to delete rocket wings
- Fix for cosmetic tag not being cleared on resign
- Fix for volunteer forces able to perform invasion without actual proper naval
superiority
- Fixed the bug when civil war split distribution depended on the amount of
military deployments
- Fix for the negative population growth
- Fixed the bug when one country could start staging a coup against second country
if any other country already was staging a coup
- Fixing clearing the trade in case of lost dependency
- Icons now ignore clicks while drawing battleplans
- Fixed the bug not being able to assign to the fallback line
- Removing templates now unavailable for your last true template
- Now can declare war on puppet
- Submarines now become harder to detect as their tech level increases, not easier.
- Unit movement arrows now looks good (smooth) again.
- Mil to Civ factory conversion now properly removes the military factory. Also the
"instantconstruction" cheats converts properly too.
- Blitz command - The "order of conquering the enemy provinces" is now properly
updated when the command is reshaped by human player.
- Naval invasion arrow is now exactly the same as the route the units goes.
- No longer possible to overwrite the country tag in ironman, by reloading the game
from ingame as another country.
- Deployment is now allowed in locations where it supposed to, regardless if your
capital state is not owned by you. (Solves issues that may popup in the civil
wars).
- Now units can't stuck in the middle of the sea while naval transfering due to the
lack of convoys
- Fixed the bug when on annexation expeditionary forces were returned after
annexation and units of annexed country stayed on the map
- Nations in defensive wars can now be invited to factions at 50% tension (or lower
if their own rules allow) as an effect of world tension now stickign around at
lower totals longer
- Fixed an issue where threat could not be reduced
- Now units can't stuck in the middle of the sea while naval transfering due to the
lack of convoys

###############################
# Stability & Performance
###############################
- Fix for CTD while quitting to menu
- Improved the performance quite a lot. The most dramatic "spikes" where the game
froze every 24th hour, was improved by a few hundreds %. And the overall
performance got about 14-18% improvement.
- Now anyone can profile the ingame performance with using a "game-state-timer"
command "gstimer on" and "gstimer off"
- Fixed CTD when production efficiency hits 0 (if no factories assigned to a line
and being tooltiped)
- Fixed CTD when deleting all airwings then clicking unused planes alert when you
had deployed carriers
- Fixed random CTD
- Fixed CTD when removing templates with game set to human_ai for observed nation
- Fix for a rare CTD in civil wars
- Fixed another potential CTD
- fixed a CTD when resigning from multiplayer lobby while using OpenGL on some
drivers

################################################################
########### Hotfix 1.3.2 "Torch" ###########
################################################################
- Fixed CTD when doubleclicking the first factory in a line superduperfast to reset
factories [AR-12518]
- AI now much better at respecting airbase size limits
- Improved AI management of air missions
- Deployment is now allowed in locations where it supposed to, regardless if your
capital state is not owned by you.
- Fixed huge slow down and eternal freeze in the peace conference.
- Lowered air combat delay so that some areas will still see combat even though
caught in extreme time zones.
- Crusader Kings 2 achivement now requires state 126 instead of 129
- Rebalanced air combat for increased air casualties
- Air accidents should no longer happen in peace time
- Added CTD safety for voice over playing in case player has some broken sound
drivers
- Fixed potential CTD in clearing country resources on civil war starts
- Fixed a manpower transfer issue causing units to dissapear after peaceful
annexation (like the Anchluss)
- Fixed issue with Australia demanding New Zealand causing Australia to be kicked
out of any faction it is currently in
- Fixed two typos in Indian focus tree/ideas
- Tech tree now refresh after switching tag (when chosing to play as new puppet)
- Transfer ship effect (like in NZL focuses) no longer sometimes transfers wrong
ships (or whole fleets :D)
- French language translation fixes.
- Fix for Crusader Kings 2 achievement. Flags are now set from events granting them
immediate freedom.
- Added script flags for Crusader Kings 2 achievement if SAF chooses to puppet
nations.
- Mil to Civ factory conversion now properly removes the military factory.
- Japan now creates own faction and adds New Zealand to it for befriend Japan
focus.
- Changed trigger for Befriend Japan to require same ideology.
- Only create wargoal on AST if ideology differs.
- Fixed has_goverment trigger doing the opposite of what it was supposed to.
- JAP will only create faction if not already in a faction.
- AST will join JAP if JAP already leader of faction. AST cannot befriend JAP if
JAP is in another faction.

################################################################
########### Hotfix 1.3.1 "Torch" ###########
################################################################
- Fixed some bugs restricting AI from template updates
- Improved some target templates for AI
- Reduced AI tendency to suicide attack into enemy lines
- Fixed a problem in AI where front priorities would sometimes fluctuate wildly
leading to a lot of front flip-flopping
- AI now considers distance a bit more so wont pull most of its army vs ethiopia
back early on
- AI for observed country is no longer blocked from diplo responding when using
human_ai
- Improved AIs ability to prepare against enemies that they only have an ally
sharing border with
- Spearhead order no longer so concerned about protecting its flanks
- When a Spearhed front is split, all units stay on the front that has the spearhed
order attached to it
- Garrison order should now be more stable and not reassign units quite as much on
changing priorities
- Allied AI now more hesitant to naval invade Germany and italy early on
- Fixed some event picture issues
- Made the focus "Burn the royal portraits" available if South Africa has already
broken free
- Fixed some setup issues with NZL tech setup in 1939
- added cosmetic tag for Soviet-controlled Finland
- changed national focus to Test the USSR for Japan to account for Manchukuo
existing
- Fixed a CTD in peace conferences
- Fixed an issue with map stripe coloring not updating in peace conferences
- Fixed some issues with credits
- Shortcut for spearhead order is now Shift+X rather than B which was conflicting
with strategic redeployment
- Launcher - Added a button (and a checkbox in crash report window), that offers to
backup and delete all files that can potentially cause the stability problems.
- A fix for a trade modifier not applied correctly if not bought the DLC.
- Fix for RAJ Famine
- Fix for Mexico Civil War inconsistencies
- Fix for missing SAF factories
- Fix for missing INS convoys causing issues with trade/resource system
- Fix for missing event in CAN focus tree
- Fix for RAJ being able to pick ideology pushers without picking a path
- Fix for South Africa releasing African countries as not communist in the anti-
colonialist crusade
- Fixed modifier capped 0-1, so you could never lower tension for sending
volunteers for a country.
- Fixed script that used values outside the intended range
- Added port to Lesser Sundra Islands.

################################################################
############ VERSION 1.3 "Torch" ###########
################################################################

#######################################################
# Together For Victory Expansion
#######################################################
- New focus trees, generals, and ministers for Canada, Australia, New Zealand,
South Africa and India including alternate history paths.
- 19 New 3d models for commonwealth infantry, planes and equipment as well as
accompanying 2d art
- New Autonomy system where a nations autonomy can move between Annexed, Integrated
puppet, Puppet, Colony, Dominion or Free with different effects.
- Masters can recruit subject forces
- Masters can build in subject territory
- Continuous National Focuses are new focuses that give running bonuses (basic ones
included in patch)
- A Land Battle Log giving you history and statistics of combats for a theater
(basic history list included in patch)
- A new Spearhead batteplan command where units will aggressively take only marked
provinces (great for encirclements using BP tool)
- Ability to request lend lease from other nations
- A technology sharing system where members of the commonwealth or factions can
benefit from each others technological advances
- You can now release a nation as puppet and decide to continue playing as it
- 3 new commonwealth themed music tracks by composer Andreas Waldetoft
- Voice over sound for infantry units in: German, French, Italian, British english,
American english, Spanish, Russian, Mandarin, Japanese, Danish, Finnish, Norwegian
and Swedish languages.

###############################
# Free Features & Important
###############################
- Theaters now indicate number of attacking and defending combats with color for
status
- Can now configure garrison order for what to guard.
- Can now edit existing lend lease details
- Added cosmetic tags for european states that are puppets of Germany
- Added cosmetic tags for east-european states that are puppets of the Soviet Union
- Added cosmetic tags for a number of British colonies (including a former one)
- Added a new type of equipment design company (support units)
- Added Manchukuo to the game. May God have mercy on us all (also a bunch of other
nations!).
- Added achievement viewer
- Added a music player
- Added outdated equipment alert
- Added outdated and new production indicators for production view
- Added several new generals
- Enable player to call subjects to war even if the player isn't war leader
- Buildings can now increase in cost for each level. Forts and naval forts now ramp
up in cost the higher the level
- Interesting countries screen can show more interesting countries with special
national focus trees
- Air attack (from AA battalions) now counteract enemy air superiority effects in
combat and for movement
- Warscore system now uses combats instead of just taking provinces (these give a
lot less) to reward nations
- Added 12 new achievements

##################################
# AI
##################################
- Tweaked up base AI research factor for mechanized and lowered top lvl infantry
weapons a little
- Moved Weserubung focus to be taken earlier in historical ai focuses mode
- Prevented ai from researching technologies more than one year ahead of time
- AI now takes research bonuses into account for picking techs
- Fixed casting errors in AI that could make it assign troups to a non-optimal
front, and also cause overflows leading to random madness
- AI no longer ONLY saves all its nukes for punishing the enemy taking their own
cities
- Improved AIs ability to adhere to supply limits.
- AI now attempts to recover when units are unable to reach desired front location.
- AI now attempts to detect and react to many encirclement opportunities, both
against itself and against enemies. Includes evacuating dangerous areas and cutting
off bottlenecks.
- Tweaked prio for what AI considers "weak enemy" to avoid attracting too many
units.
- Added contininent prioritization for the AI with high scores to Europe and the
Pacific, but low to Africa.
- Fixed bug where AI would keep swapping a fighter with land equipment at the top
of the list for all eternity
- Various fixes and tweaks to AI naval invasions.
- AI should now be capable of using rockets.
- AI sets up a couple of fleets to be used for special missions.
- Tweaked AI research desires.
- Tons of AI front balancing work. AI randomly abandoning fronts should no longer
happen, among many other things.
- Removed block from AI preventing it from adding more support than columns of
regiments.
- Various bugfixes and improvements to AI template design.
- Made AI capable of making % of production LL and should increase their production
accordingly
- Made AI threat assessment properly include faction members of countries they are
about to enter war with
- Made sure that AI does not completely block itself when having multiple invasion
orders against the same area but being unable to cover the regions for all of them
at the same time
- Made AI better at supporting naval invasions by focusing on the next one to
complete preparation.
- Tweaked naval invasion priority to make them more inclined to take islands
(particularly with air bases) and home region
- AI no longer ends up in strange state where they are assigned to a root order but
not a following attack order.
- Split up AI garrison order in two: home area and other areas.
- AI is no longer using all types of garrison locations
- Made AI invasions scriptably more unpredictable.
- Made sure that a factor of 0 in tech script blocks research, and that it can not
randomly get a negative score when picking tech.
- Fixed strange bug in AI order assignment that left units assigned to a group but
not an order.
- Scary fix makes AI actually consider all target areas of enemy, in stead of one
at a time. Should set pacific area ablaze when the time comes, and keep the
invasions rolling.
- Made sure AI is capable of calling subjects into wars even if they are not in a
faction.
- Fixed crazy random bug in AI that could randomly reassign units to one front
before recovering over the next few days
- Tweaked crazy production AI that lead to air fields in very bad places waaaaay
too early
- Fixed problem that caused garrison order to not garrison forts even when it was
selected
- Made sure that coastal defense garrison order prioritizes ports over empty coast
if not enough units to cover entire coast
- Made sure AI no longer ends up switching between mutually exclusive techs even
when halfway through.
- AI no longer spams trucks like they were some kind of war winning superweapon.
- AI countries now will always call subjects who cannot decline into war.
- Fixed AI leaving military factories unassigned.
- Improved AIs capability of determining if ready for war as well as AIs ability to
ask again.
- Made AI able to remove regiments in template design under certain circumstances.
- Made absolutely sure that the AI uses military factories, even if it does not
want to build more air planes.
- Rebalanced AI desire to produce infantry equipment.
- AI does not trust countries in other factions even if they have a NAP with them.
- Unitcontroller does not consider provinces empty when a division is fighting its
way out of it. Should reduce front shuffling.
- Stabilized AI invasion prio scores. Should result in invasions not swapping units
around as much and randomly getting canceled.
- Blocked the AI from swapping the last support battalion int template design over
and over.
- Added AI strategy to tweak desire for modifying templates.
- Fixed overflow that cause some countries to not build planes causing USA to end
up with 0 strategic bombers.
- Made sure released AI countries don't get stuck building nothing.
- added a naval base in northern China to try and encourage Japan to engage in
China
- adjusted ai weights for Germany to allow non-historical Germany to actually
decide to go with China instead of Japan
- adjusted Soviet historical focus list slightly to account for focus requirements
- Germany will no longer try and befriend Japan if Japan is already in faction with
them. Germany doesn't l-like Japan or anything!
- Garrison orders logic was significantly improved
- China no longer accepts puppeting with historical focuses on unless Japan is
comically strong. China accepting now also adds World Tension
- Added system of scripable ai areas for ai prioritization
- Fixed bug in unit controller that would lead to provinces not getting any units.
- improved italy's minister picking AI
- increased priority on some early industry techs for AI
- Fixed a problem with naval invasions getting destroyed upon execution for AI
- Fixed an issue with AI's old templates becoming honeypots for updates
- Improved German production AI strategy
- Marked equipment as correct type for AI to avoid it getingt caught in truck
vortex
- Tweaked german idea selection for chief of air force
- Fixed bug where ai strategy for template upgrades would pick wrong target
- Tweaked japan starting strategies for divisions, less trucks for the truck throne
- Tweaked japan target infantry template to try and keep their costly madness down
- Tweaked chinese tech ai
- Tweaked minsiter selection ai for japan
- Tweaked minsiter selection ai for germany
- Tweaked minsiter selection ai for france
- Tweaked trait evaluations for AI
- Fixed issue where AI always thought negative modifiers were bad, even when they
were good (bad ai! no I mean good ai!)
- AI is now blocked from putting CAS on naval bombing missions. Should help GER and
JAP
- Japan will no longer approach Germany for an alliance if Germany is not leader of
a faction
- AI should no longer be able to cancel unit movement that is retreating.
- Further improvement to unit balancing between fronts
- AI should no longer leave civilian factories unassigned

##################################
# UI
##################################
- Focus trees now remember their position when closed. Resets when looking at other
trees
- Diplomacy window 'sort by our opinion' now handles reverse sort
- Proper highlighting of 'add new command group' button
- Fixed overflow on long nation names in trade
- Subject view, manage occupation and idea subwindows in politics view are now
mutually exclusive and wont stack on top of each other
- Added new icon to division modifiers in combat to highlight AA support
- Setting up lend lease no longer says convoys are needed always even when they
arent
- Trade interface no longer incorrectly states that you need convoys when you dont
- Amount of convoys indicated in trade interface now takes ones actually already
used on route into account when displaying deficiencies
- strait mapicons no longer eat dragboxes and zooming
- added cool canadian motto to loading tips
- Fixed war view so ally does not wrongly show up in both member and uncalled
sections.
- Now dangerous naval invasion alert disappears correctly when enemy invasion fails
- Dangerous naval invasion alert now disappears in max a month after success
instead of next hour
- Added In the Field and In Training to Manpower tooltip in top-bar.
- Changed some equipment names. Fixed a lot of typos.
- Added glorious manchuria leader Henry Pu Yi for benefit of all
- Map icons don't merge naval and land ones now, yay
- Added flags for ANG BOT COG MZB KEN and ZIM
- Added mr Orde Wingate, FOR TEH ORDE
- Added 4 new indian generic leader portraits
- Added 4 new african generic leader portraits
- Around 60 new focus icons added
- Around 34 new national spirit icons added
- Added 108 new report and news event pics
- Added training indicator for armies in theater list
- Added custom backgrounds and glow to show new and out of date items in production
view
- Made selected unit and wings sexier and easier to see (thanks Roflbinflood)
- 'Received' and 'Given' military access relations are displayed with different
icons in diplomacy view
- Always pause for peace conferences in mp when a human player is involved
- Longer range now supported for "mutually exclusive" national focus indicator
- Resources now always shown in peace conferences
- Option slider for setting volume of ingame voices
- Clarified tooltips for breakthrough for attacks in combat view
- Improved tooltip for "dismantle faction" button
- Fixed misleading tooltip for naval invasion order
- added DEF names for cosmetic tags ("The <country>")
- Fix for missing generic military theorist pictures in country technology view
- Fixed localization issue with Jet tactical bombers
- Fixed a number of legibility issues with certain events and country names
- Fixed soviet motorized equipment being invisible when in production
- Fixed an issue where unique motorized icons were not showing in production menu
- Fixed a proper endline to collapsing deploy entries
- Fixed bug that prevented AI from rebasing its airwings
- Fixed a display bug in news.228 event
- Added tooltip to show total manpower of selected divisions in division list
- Map colors and stripes are now properly refreshed in the building constructions
view.
- Fix for incorrect party popularity value in 'Stage a coup' dialog

##################################
# Modding
##################################
- Added num_tech_sharing_groups trigger to count active tech groups for a nation
- Focus.AutoComplete now no longer closes focus screen or does a popup
- added num_subjects > x trigger
- "-hands_off" start flag now set max speed automatically unless another speed is
set on command line (enjoy fire and forget go home support)
- Changed the modifier send_volunteer_size to add to volunteer cap.
- Added send_volunteer_factor to modify current allowed divisions.
- Attrition from heat and extreme heat in provinces is now separate and called
heat_attrition.
- Added new graphical culture commonwealth_2d.
- Added if-else trigger. Syntax: if = { limit = {<condition for trigger_a>}
<trigger_a> else = {<trigger_b>} }
- Added else to if effect. Syntax: if = { limit = {<condition for effect_a>}
<effect_a> else = {<effect_b>} }
- Made add_building_construction effect able to take some really special ugly
input, that makes it easier to place province building. Use at your own peril.
- Added modifiers cost of military leaders. military_leader_cost_factor,
army_leader_cost_factor and navy_leader_cost_factor.
- Added possibility to set unit cap on field marshalls.
- Added new way of naming countries. <TAG>_ideology_<autonomylevel>
<TAG>_ideology_subject <TAG>_<autonomylevel><TAG>_subject. Can use OVERLORDNAMEDEF
and OVERLORDADJ to insert name/adj of overlord in own name. <TAG>_<OVERLORD
TAG>_ideolog.. etc etc.
- Added add_ideas command to console
- Added on_release_as_puppet on_release_as_free triggered from the manage occupied
territories menu
- Added 'set_cosmetic_tag' effect wich allows to dynamically change country's
appearance: name, flag, map color, names & portraits pool
- Added 'on_subject_annexed', 'on_subject_autonomy_level_change' and
'on_subject_free' onaction events
- Added 'add_to_tech_sharing_group', 'remove_from_tech_sharing_group' effects
- Fixed CTD for reloadtechnologies command
- It's now possible to script a message for the white_peace effect
- Fixed bug that made it possible to really break AI production through script
- Fixed diplomatic on_action scope set wrong
- Added swap_ideas effect that will show the difference between bonuses of the two
ideas. Syntax: swap_ideas = { remove_idea = <idea> add_idea = <idea> }

##################################
# Database
##################################
- Maintenance Company tech no longer belongs to armor company, which caused AI to
waste tech bonus on it
- added lvl 1 port to Labrador so that supply works there if canada/UK goes to war
- Maracaibo now has correct name
- Added Stanley Baldwin (thanks to EmperorTojo for base artwork!)
- fixed bug in Italy National Focus tree (Capital ships focus now actually gives
the naval XP it promises)
- Japan can no longer create the Indian National Army if Raj is fascist or Japan is
not at war with them
- Japanese Battleship name "Yamato" no longer used for first battleship Japan
builds, reserving it for future battleships (including super- and space-
battleships)
- Changed names for some political parties to be more accurate
- Newsevent for “Eastern Poland to the Soviets” no longer shows two options if
Soviet and Germany in same faction (there is a reason it is called “unholy”, guys)
- added localisation for mountaineers_tech, cat_trade_interdiction and
cat_battlefield_support
- All ground forces in the Dutch East Indies are now under control of (colonial
puppet) Indonesia. This should reduce the amount of Dutch units in Europe while
keeping the balance of forces in the DEI roughly as it was before.
- Added Pakistan as a releasable country
- Added Angola, Botswana, Congo, Kenya, Mozambique and Zimbabwe/Rhodesia as
releasable countries
- added several hundred flavor names for equipment to a number of countries
- Added British Malaya as a puppet of UK.
- Added heat_attrition and heat_attrition_factor modifiers for both country and
unit leaders.
- Added Belarus as releasable country
- One Australian land province is not wrongly marked as coastal anymore
- Added Windhoek as VP to South-West Africa state
- Added two additional flavor names for Japanese tanks
- Restored Port Arthur to its proper historical significance, a decision that was
not in any way related to AI performance and any such allegations are lies
- Added tech sharing for Tizard mission events (if you have TFV)
- USA no longer eligible for generic election events before 1948
- Fixed a number of inconsistencies and errors in the French and German naval OoB
for 36 and 39 starts
- Fixed an issue where de Gaulle could be replaced as a leader of Free France for
no good reason
- Added colonial governor as official leader for Malaysia and Indonesia (retire on
breaking free)
- Added Yemeni merchant marine (5 whole convoys!)
- Added a number of cosmetic tags for certain constellations of puppets
- Added Italian generals Emilio De Bono, Italo Balbo and Radolfo Graziani. Added
French generals Charles Huntzinger, Henri Giraud and Philippe Leclerc (Thanks to
Sleight of Hand for this and other things ported from the Vanilla+ mod!)
- Added cosmetic flags for German dominated UKR and BLR
- British colonies now always use British equipment names and pictures if no unique
ones exist

##################################
# Balance
##################################
- Increasing custom difficulty levels now also lower attrition units takes from
that nation
- Moved mechanized tech levels down one year, so first is unlockable in 1940
- Increased hardness to 80% for light tanks from 70%
- Increased hardness to 50% for light tank variants from 40%
- Increased hardness to 90% for medium tanks from 80%
- Increased hardness to 65% for medium tank variants from 55%
- Increased hardness to 95% for heavy tanks from 90%
- Increased hardness to 80% for heavy tank variants from 70%
- Increased hardness to 99% for super heavy tanks from 95%
- Increased hardness to 90% for super heavy tank variants from 80%
- Added +10% hardness to motorized from first level mechanized tech
- Bomber and CAS aces now use better bonus modifiers for attacking
- CAS attacks now scale properly with active planes rather than whole wing when
looking at ace bonuses
- Added hard-cap for nations to become majors, 35 factories are needed. (should
avoid wars dragging out into whack-a-mole-the-new-major as you blob)
- Reduced air superiority boost for offensive formations (doctrine) from 25% to 15%
- Reduced air superiority boost for logistical bombing (doctrine) from 25% to 15%
- Added air superiority boost for combat unit destruction (doctrine) at 10%
- Reduce base free repair from 0.5 IC to 0.3 IC
- Reduced agility of Naval bombers to 30-35-40
- Reduced agility of Close Air Support planes to 35-39-44
- Reduced air attack of Close Air Support planes to 6-10-14
- Reduced air attack of Naval bombers to 6-10-14
- Brought carrier plane agility in line with land based versions
- Carriers can no longer reinforce with fresh planes while in combat
- Added a small amount of threat to more imperialist parts of US foreign policy
focus tree branch
- Nerfed Raj tech level at start
- Reduced chinese civilian start ic by 1
- Nerfed French starting armor equipment in 1936 into the *bleep* ground
- Germany no longer allowed to pull Turkey into their faction after they have
capitulated. No fun allowed.
- Warscore system now uses combats instead of just taking provinces (these give a
lot less) to reward nations
- Air attack (from AA battalions) now counteract enemy air superiority effects in
combat and for movement

##################################
# Bugfix
##################################
- Fixed issue where some rocket sites would not show up on map
- Fixed issue where small damage to aircraft would be ignored
- Fixed issue where a command group icon was sometimes not selectable
- Fixed issue where CAS ace would actually have a detrimental effect to damage done
in land combat
- Can no longer use console after resynch in MP
- Nukes now impact owners national unity, not controller
- Fixed wierd scaling issue with main menu bg
- Fixed manpower not being returned from fleets
- Fixed the issue when relations could be transferred wrong in civil war
- Now lend lease has the highest priority in equipment distribution
- Added cap for the factories going negative in multiplayer after very fast
clicking
- Now units that doesn't have supply path to the capital will count as encircled
while disbanding them
- Fixed the issue when division view was not showing air attack
- Added fallback if ship names were not properly scripted in the database
- Fixed the bug when player could call to arms country which was already at war in
the war overview
- US focus Defense of the Pacific is no longer blocked by Japan having the same
ideology as Japan.
- Stopped Japanese cloning program (Removed one of the Matsuis ).
- Added category tags for some technologies. engineers_tech recon_tech
mountaineers_tech military_police_tech hospital_tech logistics_tech
signal_company_tech maintenance_company_tech.
- Removed highest level artillery high command for most releasable nations.
Replaced with lowest.
- Fixed civil wars not spawning if revolter only has 1 state.
- Winter_attrition now does more than nothing for unit leaders.
- Save games now store enabled DLC bitmask which is checked. UI doesn't allow to
load save game if some of DLCs are missed.
- Map mode is no longer switched for secondary coop player if host player
assigns/un-assigns naval mission
- Releasable countries list is now correctly refreshed after player releases any
country
- Countries aren't displayed as if they capitulated twice in world tension log
- Fixed issues where exp.forces could stay in wrong countries after a peace
conference.
- More small air wings is no longer better than less large air wings.
- Air Accidents now happens equally fair regardless of how many different air wings
you have.
- Fixed corrupted theatres and fronts after the peace deal.
- Fixed issues in unit naval transportation mechanics causing sometimes a unit to
not leave it's port, and AI could not do anything about it.
- Minor fixes in the supply systems - There is no longer created an invisible naval
route from the capital state to itself. (No player could spot it. We found it while
debugging the code).
- Battleplans "estimated execution" province stripes are now correct when the
source and destination are both 1 province long.
- Fixed exploit where a player could avoid loosing most of the equipment in combat
by doing save and reload right before the combat was over.
- Nukes are doing now the real damage to the units, by reducing the manpower and
equipment, not just str/org bars!
- Player can no longer trade with factories gained from other trades. Tooltips was
saying that, but nothing blocked the interface from doing so.
- Fixed some possible gui issue after peace conference
- Fixed issue with calculating losses from manpower
- Fixed issue where river crossing would not impact breakthrough of attackers
- Expeditionary forces now use the manpower pool of their origin country
- Fixed an issue with Burma road focus not giving rewards unless Britain actually
owned india and parts of China (Britain owning India and parts of China would
probably not want to help China anyway)
- Fixed bug where some lakes could remain controlled by the enemy, and there was no
way to conquer it.
- Puppeting either the Soviet Union or Germany voids the MR-Pact
- Neville Chamberlain resigning through event no longer forces fascist or communist
leaders to resign
- Removed exploit where the SOV Great Patriotic war could become permanent

###############################
# Stability & Performance
###############################
- Fixed potential CTD in num_faction_members trigger
- Added some safety agaisnt CTDs when doinh really broken saves with mods
- Fixed a savegame reading bug leading to broken saves
- Fixed potential CTD in trigger checks for home areas
- Fixed rare order-related CTD.
- Fixed CTD in automated handling of units in fronts.
- Fixed CTD in unit map icon.
- Fixed more divs by 0 than you can shake a stick at.
- Made exiled units move to the area closest to them in stead of their capital.
- Fixed CTD when player eventually clicked on the sea province in the construction
mode
- Fixed CTD in lend lease view, when player closed the view while having acceptance
tooltip
- Fixed memory leaks in political and unit stats view
- Fixed CTD - AI referring to a deleted front.
- Fixed CTD - Extremely rare and difficult to reproduce crash regarding the
multithreading.
- Fixed CTD - Caused by the division by 0 when a certain naval combat took place.
- Fixed CTD - Rare crash when going back to main menu.
- Fixed CTD - When trying to access a garbage memory data (regarding the supply
naval routes) when loading some savegames.
- Fixed CTD - When trying to access some data of deleted unit that was sent as a
volunteers.
- Optimized by ~70% super heavy performance spike after the peace deals.
- Fixed OOS with peace conferences where not all human players were involved
- Fix almost guaranteed OOS in mp for AI white peace
- Fixed potential OOS on save load and some units were encircled
- Fixed OOS due to multithreading issue in air superiority calculations
- Very rare CTD fix (framerate dependent), when clicking CONTINUE to load the
recent save
- Fixed malformed map texture in low-detail gfx settings. Enabled some basic
lighting that solves the tiling problem, which improves the look, but makes the
shader a tiny bit heavier.

################################################################
############ VERSION 1.2 "Sunflower" ###########
################################################################

###############################
# Features
###############################
- Added Hotjoin for smoother multiplayer experience.
- Added Resyncronization option for the host if the game decides to go out of sync.
- Added custom difficulty settings

##################################
# AI
##################################
- Added abort to AI strategy that made germany down prioritize navy
- Romania now has a chance of refusing soviet demands on Bessarabia if in a faction
- Japan AI now has semi sanity triggers before starting new wars via focus
- Added AI weights for election events. Should stop nations from always moving
towards fascism or communism over time
- Added AI chance to prevent France turning communist during first election in a
historical play through
- Lithuania may now reject German demands for Memel if Germany is losing a war when
demanding it
- Various front balancing to improve situations like countering invasions, not
piling everything in Africa, overassigning to straits etc
- AI is now able to remove factories and build nuclear power plants in stead. Also
made the AI better at reasearching nuclear tech. Watch out, the nukes are coming!
- Fixed a bug that made the AI unable to properly reorganize volunteer troops
- Various changes and bug fixes to template design AI, making it better at creating
new ones as well as designing according to target templates
- Improved (read "fixed") match score calculation for AI template design
- Added a minimum target template match to avoid AI moving on to shit templates too
early
- AI now evaluates current deployment lines to see if they should be replaced by
newer templates
- Made AI much faster at replacing templates for units in the field. Will primarily
impact large nations. Seriously, it was WAY too careful about this before
- Improved AI nuke targeting
- Units is no longer make arbitrarily long port rushes. This should reduce the
number of map snakes significantly
- AI is now be better at noticing when they are about to get cut off from the front
and react to it
- Germany is not backing down from declaring war on tiny Luxemburg just becsause it
is so tiny that it does not prepare a full on invasion
- AI can now cancel unit production if they are struggling with supporting their
units in the field
- Made AI better at balancing multi type production
- Made sure AI does not retreat willy nilly from a valuable VP
- Made AI a bit more cautious/clever when deciding on plan activation for
undermanned fronts
- Now AI actually turns on naval defence when it is threatened by generating
wargoal or actual wargoals
- Now ai does nuke only cores and when it will actually lower NU
- Germany should no longer have a crippled fighter production
- Merged in Enhanced Peace Conference AI mod (for more historical ai peace
behaviour), with a few modifications
- AI will now avoid taking occupied land from its faction members in peace deals
- Fixed a booboo in AI code that counted front size in a way that resulted in min
units being one less than intended (sometimes leaving a hole in the front)
- Historical France should no longer go early communism.
- AI should no longer attack the swiss during historical period if france etc alive
- Now ai will be less careful in some attacks :D (Previously it was SUPER careful)
- Made unit controller more reluctant to leave empty front provinces
- Tweaked template progression script to make it better at moving to medium tanks.
- Tweaked down AI desire to make variants in stead of templates.
- Tweaked AI template design script to improve modern armor designs.
- Changed AI blocker for Germany's USSR war goal to only look for neighboring wars
in home area
- Fixed a bug in AI template switching and tweaked the balance of it a bit to match
the correct functionality
- Added tooltips for add_leader_trait and remove_leader_trait
- Tweaked AI to be slightly less cautious against fortified enemies.
- AI now able to pick all ideas players could (was restricted by allowed during
play that was scripted for startup condition only)
- Fixed bug that upgraded units to garrison templates.
- AI now more careful about considering units in combats when it needs to rebalance
fronts
- Improved AI supply evaluation for fronts with supply issues

##################################
# UI
##################################
- Build cost of 0.1 or lower will no longer be shown in the tech window
- Fixed some stats for ships showing navy stats instead of ship stats
- Changed some highlights in navies and air overview to reflect if modifiers are
good or bad
- Moved French foci to display the 'mutually exclusive'-arrows.
- Juggled some stuff around in the deafault mapmode tooltip.
- Added attack modifiers to unit tooltip when multiple units in the same province
are selected.
- Added focus icon and national spirit icon for fourth international
- Ship combat history list no longer cuts at bottom
- Fixed texts out of boundaries issues in modding sub window
- Fixed linebreaks issue in production entries for names
- Fixed an issue with Czech letter ý not showing up in english version
- Added more army icons, there are now 14 in total
- Added ability to assign groups to orders on the theater item
- Added collapsing deployment conveyors
- Added changing order of deployment conveyors
- Added visualization for stalled lines (icons and progress bar coloring) in the
deployment interface
- Focus progress bar now shows amount of saved days
- Navy and army leaders have now better area for skill tooltip
- Organizing airwing entry names no longer overlap
- Improved the damaged building progress bar, should be clearer now
- Replaced english flag with american in launcher for language selector
- Added tooltip for max factory modifiers
- Added tooltip explaining factory repair speed modifier
- Changed how and when National Focus displays tooltips for cancel triggers and
requirements
- Added descriptive tooltip for resource gain efficiency modifiers
- Now when unit is not advancing because of too low str/org, the shoutmark with
tooltip explains why
- Added better tooltip for Trotsky Focus. Proper effect shows up when Trotsky is
back.
- Fixed a truckload of spelin erors and tpyos
- Lots of localization fix. Some minor, some embarrasing
- Added 2nd level invasion alert after enemy has landed
- Wargoal justification modifier for fascists now shows that it requires you to be
at war with a major instead of just stating: "Fascist"
- Updated tooltip to reflect that you can get Trotsky to return by picking the
Purge
- Added damage info tooltip to survivors in naval combat
- Tooltips showing complex keyboard shortcuts now display correctly (like ctrl+h)
- Changed language flag for English in launcher to show US/UK split

##################################
# Database
##################################
- Added portrait to Japanese general Naruhiko Higashikuni. Bumped skill 1 -> 3
- Moved some units and buildings around.
- Gotland is no longer considered a colony of Sweden. In the game...
- Added German Claims on Poznan and Danzig in 39 start
- Removed coastal from some inland provinces
- Added some more Persian names
- Removed Portugese cores in Africa
- Added Sinkiang cores to 36 start
- Removed building from Menguko in 39 start to avoid the wrath of the errordog
- Returned Fehmarn to Germany, despite my Danish heart wanting to cling on to it
forever!
- Made new soviet province coastal and added naval base to avoid troops getting
caught
- Added new Cambodia state
- Adjusted states in the Caucasus
- Added Stalinabad as a new state
- Added history files and cores for Cambodia
- Added history files and cores for Vietnam
- Added history files and cores for Laos
- Added history files and cores for Malaysia
- Added history files and cores for Indonesia
- Added history files and cores for Azerbaijan
- Added history files and cores for Georgia
- Added history files and cores for Armenia
- Added history files and cores for Ukraine
- Slightly toned down Croatia's color
- Fixed positioning of units in the province two east of Amsterdam
- Added TUR communism leader Sefik Husnu portrait
- Fixed urban terrain texture in the city of angels
- Cut down some 3d trees around Hannover and planteed some new ones in finland.
Also cut down lots of trees in various parts of the world, global warming here we
come
- Added armored division templates to commonwealth countries
- Removed lake Volta from the map
- Added portrait for leader of fascist Palestine
- Missing portraits for Georgia. Fixed Georgia generating arabian leaders
- Fixed some state and city names
- Changed date triggers in UK focus tree to look for threat levels and war instead
- Indonesia is now a puppet state of the Netherlands
- Malaysia is now a puppet state of Great Britain

##################################
# Modding
##################################
- Added trigger: has_non_aggression_pact_with = <TAG>
- Changed every_country random_country any_country all_country to include current
country. -Added _other_ versions of all of the above. eg. any_other_country
- Autogeneration of cores in home area now only adds core if no other country has
core on the state
- Added ROOT and PREV support for has_government
- Fixed CTD when the players capital state did not contain any provinces
- Fixed CTD when scripting victory points in a province that has no state
- Diplomatic actions now use FROM instead of PREV scope to store stuff
- is_ai trigger no longer unaware of human_ai console cheat
- added new "ignore" ai strategy for when we want ai to ignore actions against
someone (implemented as stopping justifications and sets neutral attitude).
- Added console command to give nukes
- Added add_equipment_to_stockpile effect.
- Added is_researching_technology trigger.
- Added damage_building effect.
- Added set_state_category effect.
- Added has_state_category trigger.
- Fixed an issue for users who had mods installed prior to the mod system update
refusing to update etc

##################################
# Balance
##################################
- Added anti-Daniel trigger to USA focus Issue Warbonds. Now available if at war
with any sufficiently large nation
- Added focus to access purge part of the Soviet focus tree if the player choses
Trotsky
- Rebalanced some armor values for tank varaiants that were inconsistent with how
the rest were distributed. 36 light tank AA armor 20 -> 10. 41 light tank AA armor
35 -> 25. 36 medium tank artillery armor 35 -> 45
- Lowered communist support 8 => 5 gained from revoking workers rights in 'Matignon
Agreements' event
- Now regain of convoy efficiency starts after 7 days instead of 3
- Now regain base speed of convoy efficiency starts was lowered and has been
changed to non-linear change
- Moved Around Maginot before war with france focus so its easier to take for AI
when needed
- Subs no longer detect other subs leading to wierd infinite battles
- Reduced naval ranges across the board
- Balanced most ship's stats
- Fixed a bad bug with org impact on ship hit chance making it over all much too
small (rebalanced base chance a bit to compensate)
- Evasion stat on ships now no longer makes such a drastic impact on hit chance
(now capped and multiplicative)
- Ships with torpedoes AND guns will now try to close to torp range vs capital
ships
- Added stacking penalty to hit chance for multiple ships targeting same target in
naval combat
- Made ships spread targeting a bit more rather than focusing fire
- Fixed situation where ships would switch targets so often that they didnt bother
closing range
- Dispersed industry now gains 5% higher starting efficiency for new production
lines per level
- Lowered participation score from casulaties in war
- Submarines are now much better at detecting surface ships
- Submarines now worse at detecting other submarines
- Increased xp cost of land upgrades a bit (+5 base)
- Armor gun soft attack upgrade on variants now goes up to +15% rather than +50%
- Speed upgrade now stronger (max 20% rather than 10%)
- Fleets in combat in naval regions now also count towards supremacy so that you
can't sacrifice some ships so easily and rush across
- SPART now much more costly (almost 2x)
- Increased mechanized infantry supply use by 30% and increased cost to be in line
with MARM (+20%)
- Signal companies now give more effect on planning speed and cost less
- Reduced Hitler's PP bonus from +50% to +25%
- Battleship lvl 1 no longer have too high surface detection
- Fixed an exploit for US War Bonds focus

##################################
# Bugfix
##################################
- Prevented Zombie Amelia from returning from the dead to fly around the globe and
other related weirdness
- Faceless leaders should no longer be a thing in HOI4. Forwarded idea to Stellaris
- Fixed a bug that required London to be held by France for 'Fall of London' event
to fire
- Moved all houses in Los Angeles to the province next door. Moved urban terrain
modifier to reflect this
- Blocked 'Communists Influence Foreign Policy' event from adding popularity with
nations you are at war with. Added communist popularity to option for the event
- Germany no longer demands Slovenia while at war with Yugoslavia
- Game no longer suggests R'lyeh won't give you a building permit. Building tooltip
no longer refers to water as "foreign territory"
- Fixed an issue with how saved event targets works with tooltips
- Fixed a bug where would lose all thirst for vengance during a civil war. Romania
now retains revenge ideas
- Fixed 2 supply areas having the same state in Brazil
- Fixed a bug where Soviet focus 'Southern Thrust' would only work for Afghanistan
if Persia owned the states
- Fixed a bug where UK would hand out land they didn't own in return for some old
boats
- Stopped dead Roosevelt from dying again, and pulling the current president into
the grave with him. What is dead may never die!
- Stopped zombie Chamberlain from coming back to sign Churchill's resignation
papers
- Japan now keeps its promise to not kill Siam. Added check for NAP to 'Pressure
Siam' focus for Japan
- Added special case for Anschluss when Austria has a civil war
- Fixed an issue where German AI would get stuck on demand sudetenland. Changed
reward from the focus if another nation has taken sudetenland
- Fixed a bug where Germany would hand out territory and not care about ownership
during the Vienna Award
- Blocked warlords from joining Chinese front if at war or in a faction
- Autogeneration of cores in home area now only adds core if no other country has
core on the state.
- National Foci now looks for control of state before building in it
- Being a puppet now quenches Japans thirst for war. Blocked war foci
- National Foci are now blocked by default when a country has capitulated. Added
"available_if_capitulated = yes" to disable
- Added trigger to look for control of state before loading units from China Unite
event
- Added province for Eastern Chukota. Added to eastern Siberia
- Added check for different ideology for a bunch of foci leading to war
- Made sure it is not allowed to give control over a state to someone who is not an
enemy of the owner
- Now on game sturt up puppet airbases are accessable for master
- Now submarines target only non empty routes
- Fixed efficiency interpolation, now it can regain to 100%
- Now Convoy efficiency will also cap to actual amount of convoys performing
- Now for supply calculation is used naval cap instead of supported cap
- Now the unit with strategic redeployment will cancel movement towards enemy
territory
- Fixed the bug when naval base capacity was not updated on loading the game
- Fixed the bug when sunk ships was removed from combat
- Fixed the bug when after peace conference pause was not properly updated on
clients in multiplayer
- Now resistance drop will be properly shown when it is bellow the resistance cap
- Fixed not maching estimation number on the production entry and the tooltip on
the production screen
- Resistance modifier in the army overview is now shown as positive value
- Fixed the bug when supply system was not properly initialized on start (fixed SOV
supply alert on new game)
- Fixed the bug when game could froze in the production screen for a long time
- Fixed the bug when player could trade with infinite amount of factories
- Now division performing support attack can't have planning bonus gain
- Fixed the bug when player could remove guarantee preformed by other country
- Fixed the bug when countries was not surrendering while being fully occupied
- Glorious return of navy delete button
- Now if user disconnected from steam cloud save button will notify about that
- Fixed issue when save game status was not updated for achievements after
selecting bookmarks
- Now while peace conference after capitulation winners can annex all of the
territory of surrendered nations instead of only controlled by winner and lost
nation
- Fixed the bug when sometimes military and naval factories were redistributed
incorrectly
- Now air combat kills counts towards killer statistics
- Added tooltip over red striped zones in the deployment map mode
- Added air superiority as requirement for port strike
- Now planes put on port strike will not add up to air superiority in the region
- Now port strikes demands less than 30% of enemy superiority (instead of heaving
more than 70% of our)
- Now adjuster values given from leader traits apply in land combats
- Now resistance doesn't apply in states occupied by revolter during civil war
- USA intervenes in inter american war event now adds USA to the war instead of
starting a separate war
- Com China can now move it's capital if it own Beijing OR Nanjing, not both
- Fixed Fourth International news event not showing for the player
- Fixed script error that required London to be held by France for 'Fall of London'
event to fire
- Party popularity boosts correctly stack now when several countries boost the same
ideology of target country
- Fixed rebasing of planes to puppet airbase on game start
- Ship types are not duplicated in navy statistics anymore
- Fixed issue where min convoy efficiency was not applied (plus smooth efficiency
change showing)
- Changed tooltip for Compassionate gentleman to reflect what he actually does
- Fixed a case where too large defender fleets destroyers would guard capitals
rather than convoys in a convoy assault
- Guarantees can no longer be used to call in nations to war if you have no
defensive war
- Nuke count can no longer go so big it becomes negative (max 999 nukes)
- Added fallback surrender target based on war leaders if you somehow end up
needing to surrender to someone without warscore. should stop infinite wars that
could happen in soem wierd situations
- Democracies allowing fascists in government no longer turn fascist faction
leaders communist in election events

###############################
# Stability & Performance
###############################
- Fixed CTD for active naval missions.
- Fixed CTD when moving navies.
- Fixed CTD upon resign when running the game at high speed.
- Fixed CTD in AI when Handling Navies.
- Fixed CTD when validating if a province can be nuked or not.
- Fixed CTD when merging navies.
- Fixed CTD in the description of Remove Ideas Effect.
- Fixed few CTD's occurred during peace conference
- Optimized lategame AI handling of garrisons
- Strategic air view open no longer drops the performance to 1FPS at the late game.
Now it takes almost no CPU!
- Fixed CTD when a nation would surrender to capital owner who might not be at war
- Fixed the CTD when while drawing garrisoning order and deleting all orders player
could get a CTD
- Fixed OOS when host has gone back to main menu from lobby and then hosts again

################################################################
############ VERSION 1.1.0 "Red Ball Express" ###########
################################################################

###############################
# Features
###############################
- It is now possible to set a command group to execute orders in different manners:
carefully, balanced, and rush.
- Added achievements indicator in game setup telling you if you can get
achievements or not
- Now possible to start from scratch with an empty division template by selecting
New in the designer drop down

###############################
# AI
###############################
- Tweaked deployment AI to not get crippled when their armies are taking damage.
- Air mission AI is better at prioritizing the most important regions in stead of
getting stuck in local optima of groups of regions.
- Tweaked down AI desire for motorized a bit.
- Added scriptable AI strategy to tweak factory assignment to equipment types and
SIGNIFICANTLY boosted fighter production.
- Tweaked up AI production balance for infantry equipment.
- Tweaked guarantee desire to go down the more enemies a country has. Should keep
Allies from going guarantee crazy while in wars.
- Added a define for min steps for unit controller to strategically redeploy to
front location and boosted it from 4 to 8 to reduce lots of small redeployments
along fronts.
- Made AI capable of determining if a template was created by them or not. Germany
should no longer replace their divisions with templates from Austria.
- Tweaked area defense and pocket handling AI to be better at handling coastal
defense.
- Tied countries naval base IC fraction to their naval AI focus, primarily meaning
Germany will not be building as many of them, at least initially.
- Improved unitcontrollers capability to recognize when units should join as
support in a combat (effects both player and AI).
- The AI now launches naval invasions against the same enemy area at the same time
rather than separately.
- Tweaked AI template designing
- Having a common enemy will now make AI very accepting to granting and accepting
military access as long as both are democracies.
- Neutral countries now consider guarantees when deciding on which faction it would
rather join.
- AI is now properly checking if having common enemy when looking at asking for and
granting military access, and is also more eager to do
- Soviet and Germany should no longer bail from the Unholy alliance as soon as they
can
- AI containment score no longer goes massively negative if a major is farther away
than germany meaning Allies can guarantee vs soviet aggression if they are worse
than Germany
- Made non-core states count as half compared to core states when deciding on
number of units for area defense.
- Added Women in Aviation to historical focus list for soviet
- Moved Claims in Baltic up the historical focus list for soviet
- Improved AI naval deployment to strategic regions
- Tweaked front assignment AI. Should mean AI is better at multi front wars.
- Further tweaks to AI front assignment to attempt to reduce bad stuff happening in
multi front wars.
- Further tweaked the AI front balancing, and made sure France does not completely
mess up their Italian front and Germany pushes hard against Poland when war breaks
out
- AI should now be able to respond to naval invasions with naval bombers
- Made sure fascist majors are much more likely to go for war economy
- Polish AI will no longer randomly change its ideology by picking ministers
- AI should no longer use garrison divisions as infantry.
- Changed trigger condition for UK focus Benelux Intervention to require a bit more
fascist/communist support, preventing the AI from taking it immediately.
- Naval AI will now deploy all its fleets (previously it would generally deploy
less than 1/3 of all its ships). AI will now split fleets it cannot find a mission
for, allowing it to spread them out better
- AI is now able to set naval bombers to try to prevent others from sending
reinforcements over water.
- Tweaked AI down prio of non war/dangerous fronts.
- AI will no longer guarantee against leaders of other naughty factions (like
soviet) if there is a much much worse faction around doing bad stuff (Axis)
- AI nations will no longer spam you with requests for military access at game
start and nations who would rather occupy someone than liberate wont ask for
military access
- AI can now feed puppets/liberated/change government countries with states in
peace conferences giving much saner outcomes
- Made sure unitcontroller does not interfere with retreating units.
- German 1939 OOB now lists the good armor template last so ai will prefer it
- Made sure that template design AI puts a motorized together with armored when
making new templates.
- Made AI look more at fitness when picking template for designing, upgrading and
deployment.
- Improved how AI calculates which is a garrison template (making it pick the
proper one as infantry.)
- ai now avoids putting nations that have very small bottleneck borders as main
enemy
- ai now prioritize fighters and medium armor more for research
- Countries at war are no longer automatically assuming war will happen with non
neutral neighbors (the Germany putting everyone against Soviet thing.)
- ai no longer retains main enemies who have already gotten wiped out
- Germany no longer goes justification crazy on south america
- Romania and Yugoslav small armor templates on start no longer deathtraps for AI
- AI should no longer ping-pong between trade laws in edge case
- US AI now a lot more hesitant to join factions due to threat
- fixed add_ai_strategy effect and added strategies where countries are added in
faction from event or focus
- AI will now prioritize better economic laws a lot more
- Fixed typo in polish AI focus

###############################
# UI
###############################
- Division designer difference indicators now have tooltips showing how much
- Added open air base button to the air mission entry
- Now shift+click on the category in the production will make visible only that
category
- Interface tweaks so long texts in other languages does fit in several places
- Added buttons for airwing limit to make easier to adjust values in big steps
- Now navy commander can now also be assigned while fleet is not in the port
- Added tooltip and toggling icon to indicate if current settings let you unlock
achievements
- You can now merge fleets that are not in the same location, the merging fleet
will then travel to its merge target and then merge with it.
- Now it is possible to assign airplanes to a mission area before the arrive to the
new base
- Division template window has now better tooltips for equipment, manpower,
training time.
- Clarified "no trading while fighting"-tooltip
- Added yellow highlight to deployment date for units
- Changed string format for convoys in topbar to prevent overflow
- Opinion in interface will now also return a value capped between min and max
values
- removed useless decimals in logistics screen
- Logistics screen now show 1 decimal when over 1k
- Intel viewing of airplanes don't show fantasy numbers anymore
- Now air base icons shown non empty only if there are players air wings

###############################
# Bugfixes
###############################
- Fixed issue when sometimes frontlines was not updated after occupation.
- Now Nation A liberates Nation B if Nation B is friend or giving military access
to Nation A, otherwise occupies
- Fixing quiting to menu achivement bug
- Fixed some focus that couldnt be aborted
- Fixed issue where it was impossible to do naval transfers where you have the
theatres. Also player couldn't RMB on some naval ports but the systems allowed for
the transportation (GUI issue).
- Building cosntruction triggers checked for owned state/province. Now checks for
controlled instead
- Added on_action to the add_to_faction effect which should fix lack of achivements
for faction joining
- Modified flags for Holland
- Fixed so equipment cost list doesn´t cut of 11th entry in div designer
- Efficiency retention techs now actually help (no efficiency loss at max all techs
now!)
- Fixed spelling error in FRA, BRAZ for "Ottowa"-class ship
- Intel overview of nation now also lists airplanes in stockpile
- The political advisor type "Ideological Crusader", which are supposed to increase
same ideology opinion with 20%, now has an effect.
- Added custom trigger description depending on type of idea for better tooltips
- Border occupation now account situations when you attack trough the country which
is from the same war, but not in the same faction, plus border flip afterwards also
account for countries from the same war.
- The game option "Pause on Notifications" now also pauses NF/research.
- Proper data cleanup when kicked, banned, connection lost, server lost.
- Fixed glitch in the front sections calculations, causing sometimes the fronts to
be split/malformed.
- Skybox is no longer visible when you toggle UI off
- Changed font on animated map text so it show cryllic and polish characters
- Fixed fighter icon for polish dlc
- Fixed text on Mod tools button in launcher that didn't fit in Spanish
- Kick and ban buttons in mp lobby should now be aligned (important!)
- Maldives now looks a tad better, changed the heightmap, made some of the islands
smaller and nudged unit positions
- Fixed script error in Pearl Harbor Gambit focus
- Carrier deck size now matches everywhere.
- No longer allowed to declare war on someone you are fighting a war together with.
- Convoy count in topbar now can show 5 digits
- Fixed Issue where long air region names goes out of dedicated area
- Added triggers to block multiple news event options
- Fixed issue when take all states action did not changed the price when other
country puppet the loser
- Drawing offensive orders now takes better choice which def.line to attach the
arrow to.
- Added ability to disable debug saves and made them turned off as default
- Added bypass to Pearl Harbor gambit focus for USA
- Fixed malformed frontlines against master/puppet for countries being in faction
with the master.
- Disabled the system_debug.log when not running with "-debug" launch option.
- Fixed pausing of the game on the fullscreen
- Patched mysterious issue when airbase was lost and the air wings still remained
in void space. Now they are send back to the warehouse.
- Fix for flickering airbase icon in the airbase view
- Nations who are done in a peace deal will no longer give remaining points to
anyone in faction, just people with same ideology
- Parts of unit map icons will no longer "trap" the zoom-in with mouse
- Fixed artillery starting with 0 defense
- Now peaceconference saves will happen only with -debug while start up
- Now occupation breakdown updates properly after exiting to main menu
- Fixed occupation rules
- Fixed a bug where you could avoid civil war by inviting back trotsky
- Warscore from bombing is now saved in save game.
- Warscore from bombing is now much lower + added monthly falloff.
- Fixed issues with country rules not clearing properly and not updating every day
- Added special case for showing shortcut icons "," and "."
- Changed price calculation for new divisions so now it does not add up cost for
group if it is first group
- Increased modifier that prevents spain from joining axis early
- Fixed bug where a country without the rule of occupying neutral countries could
occupy them.
- Fixed the bug when airings manpower was not updated
- King G now only dies once
- Browser now remembers last page
- Naval strikes can now also hit navally transfered troops outside combats
- Added event that allows merges of 2 communist chinas
- Fix for peace conference turns not taking scor einto consideration properly
- Fixed bug where it was possible to send a single unit as exp.force twice!
- Changed a lot of popus to use the definite article
- Fixed a bug that gave USA extra PP for certain NF
- Warscore is no longer added from dropped countries in war merging.
- Trade routes over land now get correct tooltip on day 1
- Factories from trade now used to fill construction and trade first
- Fixed join faction achievement not firing. Fixed scope from add_to_faction effect
- Fixed Soviet civil war triggering multiple times. Fixed 2 outcomes of not purging
happening at the same time.
- Leaving a faction no longer broke the entire supply system until save reload
- Fixed issue where merging ships would reduce manpower
- Removed EU4 hints folder.
- Fixed the bug when Britain couldn't declare war on other democratic countries
despite having a wargoal from focus

###############################
# Database & Balance
###############################
- Changed German democratic party to Zentrum
- NF completion for Poland 39 start
- Fixed spanish communist crusader using male portrait
- Focus Lessons of War and Sov-Ger research agreement now give less armor research
- Added AFG leader portrait Zahir Shah, VEN leader portrait Lopez Contreras and 3
new middle eastern generic portraits
- Replaced incorrect japanese general
- Added Xi'an to PRC
- Added straits to denmark to make them more surrendermonkeys [Balance]
- Several name corrections in OOB files
- Province 3860 is now a part of state 527 instead of 328. (Manchuria/Korea)
- Added an event to move PRC capital to Beijing or Nanjing after Chinese Civil War.
- Added a requirement of more than 15% world tension to War Economy policy.
- Removed Hungarian claims from Northern Transylvania and Vojvodina
- Removed generic Tank Designer idea from Canada.
- Moved Sao Paulo to be part of the Sao Paulo state.
- Found a better Serbian fascist party leader.
- Adjustment to Paraguay and Nicaraguan political 36 and 39 starts.
- Republican Spain and Nationalist Spain now have the same National Unity
- Added more ai_choice triggers for Czechoslovakia's response to German demands.
- Added localisation for Libyan adjectives
- Changed names for neutral Nicaragua and Paraguay
- Fixed Finland starting as democratic in 1939
- Added ENG cores to French cores when Anglo-French Union happens
- If the Munich agreement can't happen (depending on various wars for GER or CZE)
CZE will now get a different event about ceding the Sudetenland or giving GER a
wargoal.
- Soviet now gets one armor research bonus and one land doctrine, rather than three
armor research.
- Fate of Czechoslovakia now correctly adds claims and an annex CB if CZE resists
GER.
- Fixed text overflow in Balearic Islands headline.
- Expanded the final event for RAJ's Azad Hind, and added several removal points
for the Azad Hind idea.
- Removed eng core from state 687-British Guyana
- Added fixedsize to countrystate view state owner and foreign claims
- Fixed heightmap error on denmark
- Fixed so all building in the maldives are on land again
- German march order music now has correct path
- State name corrections.
- Added names for (unreleased) country tags.
- Lowered time for Demand Balearic islands for Italy
- Moved capital of Brazil to Rio
- Subdue the Warlords now requires that China does not exist or is a puppet of
Japan
- Johnson Island Garrison renamed to Johnston Island Garrison
- Corrected JAP_1939 unit history.
- Fixed a bug where an achievement wouldn't fire because of it was using
any_country trigger
- Soviet foci New Soviet Man and Women in Aviation have switched places
- Added general to Ireland
- Nerfed skill 5 generals for BRA AST AFG CAN
- Changed German Admirals traits for variety
- Bumped population of some of the smaller islands
- Changed ideology of country leader for DEN FIN FRA NOR SWE
- Changed start trade to use factories instead of specific amount of factories for
trade
- Increased air range on rocket interceptors now that local coverage isnt always
100%
- Mass assault doctrine now gets -10% lower requirement on training for deploying
divisions
- Political parties and leaders for Brazil. From forum.
- Great depression now limits faction joining at an extra 20%
- Human pause now has a superior priority to the automatic pause
- Fixed issue with fleet splitting failing because it forgot to assign base
- Now state controller switches properly after capitulation
- Added 3 new generic asian stateleader portraits and 2 new generic asian warlord
portraits
- Added 6 new generic Arabian portraits
- Sheng Shicai got a minor facelift
- USA now gets a slightly different shade of blue to differentiate them from france
- Fixed inconsistent finnish flags
- Added additional flags for Jordan
- Fixed Israeli leader portraits
- Fixed bugs in event for china moving capital
- Lowered time for National focus "support nationalist spain" so Italy can complete
it before the SCW ends
- Typos and political party fixes for Brazil
- around maginot line focus now a bit faster
- Rebalanced ships so that armor is more important and destroyer spam no longer
rules the sea. Ships are also a bit cheaper to produce but require a little more
manpower
- air battles should now be a lot less bloody and slower paced
- Fighters should now have an easier time vs enemy bombers without escorts

###############################
# Stability & Performance
###############################
- Will no longer overwrite ironman saves if writing of current failed
- Optimizations for air interface and mapmode
- Parser now handles large tokens without crashing on savegame load
- Optimization for releasing countries
- Fixed several memory leaks
- Fixed CTD for airwing transfer when base in invalid
- Fix for potential CTD in splitting navy when you have no home base.
- Fixed rare ctd when loading an old savegame from ingame with active naval combats
- Fixed several rare CTDs
- fixed rare CTD in alert manager
- fixed rare CTD in air gui
- Improved performance a lot when viewing a lot of unit icons in combat
- Fixed a possible CTD on fleet merging
- Fixed Extreme slow down because of sea locked fleets trying to get out.
- Fixed CTD in history writing when convoys shoot down aircraft and having lost
their route

###############################
# User Modding
###############################
- Added possibility to script in historical aces in name pools
- Moved dynamic country tags into a separate file
- Manpower in field trigger no longer counts expeditionary forces from other
nations
- Fixed issues with tooltip for ships in port trigger
- Added defines to tweak unit assignment importance for different kinds of orders.
- Added possibility to script desired amount of factories to spend on a trade
- Fixed crash from default bookmark being later than 1936
- Added add_ai_strategy effect
- In debug mode the country flag tooltip will now show AI strategy values
- Fixed map icon crash from having more than 128 country capitals in view
- Fixed country unit names list being incorrectly initialized during modding
leading to CTD

###############################
# Multiplayer
###############################
- Supplysystem should now update for all players when changing country controller
(OOS fix)
- Observers no longer get asked for co-op acces as well as main player

################################################################
########################## VERSION 1.0.1 #######################
################################################################

###############################
# Gameplay
###############################
- Fixed an issue with deploying troops during spanish civil war when continuing
savegames.
- Can now zoom in and out using PgUp and PgDown buttons on keyboard.
- Stopped an exploit where player could redirect a naval transfer into an invasion
without preparation.
- Fixed a case where fleets who found themselves outside base range would be
instantly deleted.
- Fixed some highlighting issues in tutorial.

###############################
# Database
###############################
- Added 9 new unique nation leader portraits.
- Improved some VP/state names in China.
- Improved a lot of alternate ideology nation names and party/leader names.
- France can now send volunteers to Spain if they choose the Support Nationalists
focus.
- Fixed many localization issues, both in english and other languages.

###############################
# Stability & Performance
###############################
- Fixed several rare CTDs.
- Late-game performance optimizations.
- Large peace conference resolutions are now faster and also properly indicate that
they are active to non-participants.
- Added GUI scaling option for people with very small or very high resolutin
displays (experimental).
- Added a max framerate limiting system (defaults to 75fps) to settings.

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