补丁 1.18.X
原页面:Patch 1.18.X
补丁 1.18.X are all patches beginning with 1.18.
1.18
- 主条目:补丁 1.18
1.18.1
Patch 1.18.1 was released on 2026-04-29[1] with checksum dcd4.
Gameplay
- The Bohemia formable now uses a golden colour
- Poland now has a small branch that gives them access to Czech MIOs/Concerns
- Swapped several focus icons from the CZE political communist branches that used mismatching art from the Soviet 2D art pack
- Added a new focus to the Czech tree - "Wielding the Hammer" which gives a new idea
- Added a new focus to the Czech tree - "Emergency Measures" which gives a new idea
- Added a new focus to the Czech tree - "Demand the Czech Corridor" which allows Czechoslovakia to demand land from Austria
- Completing "Contact the Czech and Slovak Legion" now gives a number of aces
Bugfixes
- Fixed a bug where "End the Oppression of the Hungarian workers" required the wrong state (León, Spain instead of South Transdanubia, Hungary)
- Fixed an issue where the Skoda tank MIO would by default be assigned to your Armored Car when creating a variant and producing it
- Fixed several typos in names and descriptions
- Fixed an issue where the Protektorat Bohmen-Mahren could reach 7 research slots in the 1939 bookmark
- The "I Didn't Hear No Bell" achievement can now be unlocked after changing cosmetic tag
- Fixed an issue where puppet Slovakia changing overlord from CZE to GER would not correctly update their cosmetic tag
- Fixed an issue where the "Divided Nation" spirit would not disappear if the very last decision was interrupted
- Fixed an issue where two Slovak Navy Chiefs had the same Trait, used the same generic portrait, but had varying costs
- Fixed the tooltip for the focus "Demand a Corridor to the Soviets"
- The Skoda inlay window should no longer overlap with some focuses when going down a specific political branch
- Correcting small mistake in what Czech word for "Daddy" was used for Tatíček Masaryk
- Replaced modifiers for Czech special projects that were not working
- Corrected the year in the localization of a focus from "Revert the 1926 Anti-Military Laws" to 1927
- "Realize the Polish Czechoslovak Confederation" now requires Poland to be at war with the same nations Czechoslovakia
- Rebalanced Slovakia Army Idea
- The event to demand Katowice from Poland now uses the correct option text
- Corrected the localization for a Japanese MIO to use correct special text characters
- Corrected the localization for the "Tatíček Masaryk" focus and "Ceské Slezsko" state name
- Fixed a typo in "Smaller Air Plants" focus
AI
- Adjusted German AI to produce enough transport planes
- Added new AI strategy for Slovakia so they will help Germany with the Eastern front
- Fixed some inverted ai_chance blocks when puppeting Hungary
- Add some more granular AI chance modifiers to a number of Czech events
1.18.2
Patch 1.18.2 was released on 2026-05-20[2] with checksum b781.
Gameplay & Balance
- When Czechoslovakia uses the Austria-Hungary reformation decision, they now get a unique cosmetic tag called Great Moravia.
- Changed the flag for the Bohemian Kingdom so it still includes Slovakia.
- 'Integrate Hungary' is now 'Integrate Former Austrian Lands', and can grant the integration idea to more puppets than just Hungary.
- Certain Czech characters now go into exile to some countries sometime after the 'Fate of Czechoslovakia' baring conditions are met.
- Slightly tweaked the balance of a few advisors.
- The option to demand land in return for joining their faction that Hungary and Poland get when invited now has a tooltip about what happens if CZE accepts the counteroffer event.
- Some of the Balance of Power Decisions reappearance times have been rebalanced slightly.
- Overhauled late-game industry and Peace For Our Time branch ideas to use idea swaps to reduce the amount of ideas displayed.
- Added conscription/training & militia bonuses for the army spirit to some focuses.
- Added two new division name lists: Rangers & State Defense Guard.
- Germany can no longer start ‘Fate of Czechoslovakia’ if CZE still owns the Sudetenland, they will get a wargoal instead.
- Added a slight color change to Czechoslovakia when it starts its monarchist or fascist branches.
- Two Polish MIOs (Naval and Tank) can be gained by Czechoslovakia depending on completing a focus or having a core related state.
- Added tooltips to a few focuses when they don't have any targets (faction members/puppets) yet to make clear what they do.
- Added some extra visual and focus effect flavor in the fascist branch.
- The Ready for Anything decision to remove the BoP now has slightly more forgiving requirements.
- Czechoslovakia no longer uses the Balkan Union cosmetic tag, using a new Pan-European one instead
- Completing the Czechoslovakian focus 'Lessons of War' now removes the BoP modifier 'Threatening Neighbors'.
Bugfixes
- Fixed a crash that can occur when a rocket silo's 'Surface-to-Air' mission is set to a naval region.
- Fixed a crash that can occur on Mac during peace conferences.
- Radola Gajda now has a Militarist trait.
- Removed two army leader cost reductions as together with unremoved ones they could accumulate to -125% army leader cost and make promoting division leaders cost 0 CP.
- Unifying with Poland now grants their unit leaders.
- Buffed the monarchist integration idea from -1 daily autonomy for Hungary to -2.
- Added a new cosmetic tag for Czechoslovakia's (integrated communist) puppets so they don't stay blue while CZE isn't.
- Fixed Galicia's default capital being in the Sudetenland.
- Fixed two Slovak navy chiefs having the same idea token.
- Fixed communist path overlapping with democratic paths if a democratic path was chosen with the gamerule to show normally auto-hidden branches enabled.
- Fixed multiple scope mistakes in the new special project.
- Czechoslovakia no longer loses cores on Slovakian and Ruthenian states with the historical event chain.
- If Czechoslovakia is puppeted by a non-aligned nation, Hlinka is now automatically replaced by Emil Hacha as leader for the non-aligned party.
- Fixed an issue where the Industrial Concern Apollo would become available unintentionally through an upgrade focus linked to the concern.
- Fixed an issue where Skoda's industry company required an extra focus after being upgraded.
- Swapped around two victory point names that were misplaced on the map. (The tiles have 0 VP points so the name is only visible in bottom left when selecting the province).
- Integrated some community feedback on localization for naming and usage of the correct characters.
- Fixed typo in Hácha's name.
- Fixed an issue which cancelled the focus 'Fortify the Crossroads' if Slovakia exists.
- Multiple cosmetic tags achieved after doing the autonomist path no longer disappear when reannexing Slovakia through the autonomy system.
- Fixed Peru having access to a Czech Industrial Concern.
- Fixed broken Visibility conditions with some Czech MIOs for Germany and Poland.
AI
- Slovakia is now more likely to fight on the Eastern Front when they are a German puppet.
- Increased the chance that Germany does its new raid on Czechoslovakia.
- Hungary is now more encouraged to take part in Operation Barbarossa.
- Germany's historical plan will cancel if the Czechs annex Austria.
- Kommisariat Böhmen-Mahren is now more likely to assist Germany. Either support in the war, defending territory, or lend-lease.
- Fixed broken allowed statements in a Polish naval and tank MIO making them show on every country when PFOT is disabled.
- Added a lot more detail to a bunch of AI event considerations.
- Germany was given an even stronger nudge to do the Berlin-Moscow Axis when faced with a strong Czech faction under certain circumstances.
Art
- New advisor portrait for navy chief František Placák.
- New advisor portrait for air chief Jaroslav Kejla.
- New idea art for Leveraged Sokol.
- New focus icons for: Compromise with the Veteran Agrarians, Powerhouse of Europe, Leverage Sokol, Forgive Trading Debts, Deepen Ties with Trademen, Bolster Domestic Construction & Trinec Ironworks.
- New flags for CEF (Central European Federation) formable.
- Removed all uses of USSR GFX CCP focus icons, replaced the one on Industrial Relocation with a new icon.
- Certain Focus icons in the Czech tree will be switched for different ones depending on ideology.
1.18.3
Patch 1.18.3 was released on 2026-06-04[3] with checksum d7cc.
- Reduced Naval Minimum Chance to Hit from 2% to 0.5%
- Set Naval XP Gain for the following mission types: Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping to 0.2, and Strike force to 0.05
- Navy Mastery gain for Strike force missions increased from 0 to 0.05, and for Convoy Raiding increased from 0.2 to 0.3
- Supply Consumption of Carriers reduced from 1.2 to 0.8
- Supply Consumption of Battleships reduced from 0.8 to 0.56
- Supply Consumption of Battlecruisers reduced from 0.48 to 0.32
- Supply Consumption of Heavy Cruisers reduced from 0.4 to 0.24
- Naval Reform Spirit changed from +15% Naval Experience Gain to +10% Naval Mastery Gain
- Naval Sub-Doctrine Coastal Mine-laying Clearing Procedures reward no longer applies bonus to mine sweeping to the Submarines, instead the effect on Destroyers has been increased from +20% to +25%
- Long Range Submarines Sub-Doctrine Ocean Patrols reward now also applies +10% bonus to the surface detection to the Nuclear Submarines
- Long Range Submarines Sub-Doctrine Improved Dive Protocols reward now also reduces Surface Visibility of the Nuclear Submarines by 5%
- Long Range Submarines Sub-Doctrine Support the Surface reward now also applies +10% bonus to the Torpedo Attack, and Naval Speed to the Nuclear Submarines
- Removed Resource Cost from most of the naval modules (guns, deck armor, hangar decks), Armor Schemes as well as Anechoic Tiles will still have resource costs associated with them.
- Cruiser Armor Scheme Resource Costs changed from resource cost of 0/1/1/2 Steel to 0/0/1/1 Steel and from 0/0/1/1 Chromium to 0/0/0/1 Chromium
- Battleship Armor Scheme Resource Costs changed from resource cost 1/1/2 Steel to 1/1/1 Steel. Chromium Costs unchanged.
- Early Destroyer Naval Range increased from 1500 km to 2000 km
- Basic Destroyer Naval Range increased from 1800 km to 2500 km and service manpower reduced from 325 to 300
- Improved Destroyer Naval Range increased from 2000 km to 3000 km and service manpower reduced from 400 to 350
- Advanced Destroyer Naval Range increased from 2500 km to 3500 km and service manpower reduced from 500 to 400
- Advanced Destroyer Hull cost decreased from 4 Steel to 3 Steel
- Naval Dominance Factor for Advanced Destroyers increased from 40 to 42
- Light Ship Engine III - Fuel Consumption lowered from 10 to 9
- Early Cruiser Hull cost increased from 1 Steel to 2 Steel
- Improved Cruiser Hull cost increased from 2 Steel to 3 Steel
- Advanced Cruiser Hull cost increased from 3 Steel, to 3 Steel and 1 Chromium
- Improved Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 1200 to 1000
- Advanced Cruiser Naval Range reduced from 4500 km to 4000 km and service manpower reduced from 1400 to 1200
- Cruiser Ship Engine I - Production Cost reduced from +15% to +12.5% and increased Naval Speed from +20% to +25%
- Cruiser Ship Engine II - Production Cost reduced from +17.5% to +15%
- Cruiser Ship Engine III - Production Cost reduced from +20% to +17.5%
- Cruiser Ship Engine IV - Production Cost reduced from +22.5% to +20%
- Pre-Dreadnaught Hull Naval Range increased from 2250 km to 2500 km
- Pre-Drednought Ship Hull cost changed from 1 Steel 1 Chromium to 2 Steel
- Torpedo Cruiser Naval Range reduced from 4000 km to 3500 km and service manpower reduced from 960 to 900
- Panzerschiff service manpower reduced from 1800 to 1200, IC cost for the hull reduced from 3500 to 2800, surface visibility from 22 to 18.
- Panzerschiff Hull cost increased from 3 Steel to 3 Steel 1 Chromium
- Coastal Defense Ship service manpower reduced from 1800 to 1000. IC cost for the hull reduced from 3500 to 1500. Base Steel Cost reduced from 3 to 2. Surface Visibility reduced from 20 to 16. Naval Range increased from 1500 km to 2000 km.
- Coastal Defense Ship Hull cost decreased from 3 Steel to 2 Steel
- Coastal Defense Ship Max Strength (HP) increased from 100 to 110
- Basic Heavy Hull service manpower reduced from 5200 to 4300
- Improved Heavy Hull service manpower reduced from 6000 to 4650
- Advanced Heavy Hull service manpower reduced from 6000 to 5000
- Modern Heavy Hull service manpower reduced from 6000 to 5000, IC cost for the hull reduced from 4000 to 3600
- Early Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 3 Steel 1 Chromium
- Basic Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 3 Steel 1 Chromium
- Improved Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
- Advanced Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 4 Steel 1 Chromium
- Modern Heavy Ship Hull cost changed from 6 Steel 3 Chromium 2 Tungsten to 5 Steel 2 Chromium 2 Tungsten
- Early, Basic, Improved, Advanced Heavy Ship Hull Fuel Consumption reduced from 67 to 60
- Early Heavy Ship Naval Dominance Factor increased from 300 to 325
- Modern Heavy Ship Hull Fuel Consumption reduced from 80 to 72
- Heavy Ship Engine I - Production Cost reduced from +17.5% to +12.5%, increased Naval Speed from +20% to +25% and increased Fuel Consumption from 20 to 22
- Heavy Ship Engine II - Production Cost reduced from +20% to +15% and increased Fuel Consumption from 25 to 28
- Heavy Ship Engine III - Production Cost reduced from +22.5% to +17.5% and increased Fuel Consumption from 30 to 34
- Heavy Ship Engine IV - Production Cost reduced from +25% to +20% and increased Fuel Consumption from 35 to 40
- Super Heavy Hull service manpower reduced from 9000 to 7000
- Super Heavy Ship Hull cost increased from 1 Steel 1 Chromium to 5 Steel 2 Chromium
- Super Heavy Ship Hull Fuel Consumption reduced from 75 to 68
- Basic Carrier Naval Range increased from 3000 km to 3500 km and service manpower reduced from 4500 to 4000
- Improved Carrier Naval Range increased from 4000 km to 4250 km and service manpower reduced from 5000 to 4500
- Advanced Carrier service manpower reduced from 5500 to 5000
- Modern Carrier service manpower reduced from 6500 to 6000
- Basic Carrier Ship Hull cost increased from 3 Steel 1 Chromium to 4 Steel 1 Chromium
- Improved Carrier Ship Hull cost increased from 4 Steel 1 Chromium to 5 Steel 2 Chromium
- Advanced Carrier Ship Hull cost increased from 4 Steel 2 Chromium to 6 Steel 2 Chromium
- Modern Carrier Ship Hull cost increased from 5 Steel 3 Chromium to 6 Steel 3 Chromium
- Converted Battleship, Basic, Improved and Advanced Carrier Ship Hull Fuel Consumption reduced from 87 to 70
- Modern Carrier Ship Hull Fuel Consumption reduced from 90 to 72
- Improved Carrier Ship Hull Naval Dominance Factor increased from 300 to 325
- All Carriers Surface Detection Reduced from 26 to 20 and Sub Detection from 5 to 1
- Deck Space Carrier Detection Values increased from +5 Carrier Surface Detection and +2 Carrier Sub Detection to +8 Carrier Surface Detection and +4 Carrier Sub Detection
- Carrier Ship Engine I - Naval Speed reduced from +30% to +25% and increased Fuel Consumption from 12 to 16
- Carrier Ship Engine II - Naval Speed reduced from +40% to +35% and increased Fuel Consumption from 16 to 24
- Carrier Ship Engine III - Naval Speed reduced from +50% to +45% and increased Fuel Consumption from 20 to 32
- Carrier Ship Engine IV - Naval Speed reduced from +60% to +55% and increased Fuel Consumption from 24 to 40
- Cruiser Carrier Conversion Naval Range reduced from 4000 km to 3000 km
- Battleship Carrier Conversion Naval Range reduced from 4000 km to 3000 km and service manpower from 5000 to 3500
- Converted Cruiser Ship Hull Fuel Consumption reduced from 87 to 60
- Escort Carrier IC cost for the hull reduced from 1500 to 1250 and service manpower reduced from 2500 to 1500
- Escort Carrier Ship Hull cost changed from 2 Steel 1 Chromium to 3 Steel
- Escort Carrier Deck Space Carrier Detection Values increased from +2 Carrier Surface Detection & +5 Carrier Sub Detection to +5 Carrier Surface Detection and +7 Carrier Sub Detection
- Escort Carrier Ship Hull Fuel Consumption reduced from 87 to 50
- Ice Carrier Ship Hull cost increased from 5 Steel 2 Chromium to 8 Steel 2 Chromium
- Ice Carrier Ship Hull Fuel Consumption reduced from 95 to 90
- Ice Carrier Deck Space Carrier Detection Values increased from +6 Carrier Surface Detection and +3 Carrier Sub Detection to +10 Carrier Surface Detection and +4 Carrier Sub Detection
- Reduced SUBMARINE_HIDE_TIMEOUT from 20 to 8 and SUBMARINE_REVEALED_TIMEOUT from 16 to 12. This means that revealed submarine in battle will hide after 8 hours, and if the submarine taskforce was attacked they will stay revealed for 12 hours at the start of the combat.
- Penalty from Positioning to the Submarine Visibility reduced from +200% to +100%
- Reduced Shallow Waters effect on Submarine Visibility from +100% to +33%
- SUBMARINE_REVEAL_DETECTION_MULTIPLIER reduced from 0.075 to 0.065
- Early Submarine Sub Visibility reduced from 25 to 22 and Strength increased from 10 to 15
- Basic Submarine Sub Visibility reduced from 22 to 20 and Strength increased from 20 to 22.5
- Improved Submarine Sub Visibility reduced from 20 to 18
- Advanced Submarine Strength increased from 35 to 37.5
- Submarine Carrier Hull cost increased from 3 Steel to 4 Steel
- Submarine Ship Engine II - Now reduces the Submarine Visibility by -3.5%
- Submarine Ship Engine III - Submarine Visibility Reduction increased from -5% to -7% and reduced Fuel Consumption from 10 to 9
- Submarine Ship Engine IV - Production Cost reduced from +20% to +17.5%
- Submarine Nuclear Engine - Now reduces the Submarine Visibility by -15% and increased Naval Speed from +10% to +20%
- Naval retreat rebalanced: BASE_ESCAPE_SPEED increased from 0.045 to 0.05, SPEED_TO_ESCAPE_SPEED reduced from 0.95 to 0.5, ESCAPE_SPEED_PER_COMBAT_DAY increased from 0.01 to 0.015, MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION increased from 0.15 to 0.5, ESCAPE_SPEED_SUB_BASE increased from 0.08 to 0.1, ESCAPE_SPEED_HIDDEN_SUB increased from 0.18 to 0.35, and capital ships and carriers now retreat at half their usual strength threshold (CAPITAL_SHIP_COMBAT_RETREAT_MULT added at 0.5).
- Convoy production deficit boost is now capped to avoid starving warship production
- NAVAL_STRIKE_CARRIER_MULTIPLIER increased from 10.0 to 12.0
- CARRIER_COMBAT_DAMAGE_STATS_MULTIPLIER increased from 0.35 to 0.5
Other Balance
- Heavy MG Fighter armament costs more IC (2x +20%, 4x +30%) and 4x mounts (light & heavy) take -2.5% reliability
- Nationalist China: Reduced focus time from 70 days to 35 days for 21 focuses across the Industry, Army, Air, Navy, and Politics branches
- Nationalist China: Construct the Banqiao Dam moved earlier in the tree; The National Sun Yat-sen University takes its previous prerequisites
Gameplay
- A new, very challenging achievement: "Steiner!": As Germany, after June 22nd 1941, reach more than 30% surrender progress while at war with the Soviet Union, France, and England. Afterwards, control Moscow, Paris, and London.
- Carrier Sortie Settings now only apply to the first 24 hours of Naval Combat, instead of being tracked for 24h per Carrier - even when they were reinforcing an already ongoing battle
- Screening bonus now scales with screening efficiency: partially screened formations no longer receive the full screening bonus against capital fire
- Strike forces are now able to target combats that are already in combat, while they exit their own combat
- Strike forces with a valid strike target will now ignore active combats on the way (no more being distracted by pesky subs!)
- Quality of Life: Buying equipment on international market now selects the maximum by default, and auto sets the minimum acceptable civ count
- Made lendlease default to max amount for 'once' and to 100% for 'percentage' modes
- Lendlease has better UI logic and will default to maximum amounts that the receiver can handle with their convoys
- Updated supply tooltip to show more careful where all supply is coming from
- An event will now be fired to all the signatories of the Nine-powers treaty when China gets attacked
稳定性与性能
- Use static_cast instead of dynamic_cast in CConstRef release builds. The debug path already validates the cast via assertion, making the RTTI overhead in release unnecessary. Improves performance for all ref pointer dereferences.
- optimized navalhq calculations
- Added a sound pool system, which keeps sound effects in memory for up to ~20 seconds, which should reduce file system access and thus reduce stutters
- Micro optimizations to supply system
- _NavalNodesByBaseSupply is now just a flat array rather than a weird 2d array
- Removed linear search for dirty tracking, instead do a direct lookup
- Added caching to root & fallback orders, significantly speeding up unit code
- Improved performance when having a large army selected
- Batched ability refresh on reinforcements arrival. (Now happens atmost once instead of twice)
- Trade is now calculated per resource, as most calculations are done per resource, which saves performance
- Naval objectives don't get recalculated all the time anymore, instead they are recalculated every X days
- Added a pre-pass for ai theatre distribution, cutting down massively on the number of options looked at
- Fixed leaking of sound effects, causing a slow down in longer game sessions.
- Equipment variants processing speed up significantly
- Calculating fuel requested for airplanes is 90% faster
- Airwings accident chance has a pre-roll now, skipping tens of thousands of calculations late game
- Fixed memory leak that caused late game performance problems for AI
- Parallelized airbase status updates
- Equipment data will be compacted once per year, reducing late game performance problems
- Fixed performance in very large scale naval battles (1000+ ships)
- Reduced math operations from doing a full 4x4 update to just do a vector2f and a single scale float
- Added a landmass detection, stopping world wide pathfinds
UI
- Tooltip updated to indicate that control ratio required for having dominance in a sea zone is 60% instead of 66%
- Added Hit Profile 'Stat' to be displayed on Ship Designer as well on the Ship Cards. Minelaying/Minesweeping will be displayed only if their respective value is above 0.
- Added ability to filter divisions based on their type in the division overview window
- Repair-now button will stop the current mission so the fleet can focus on repair
AI
- AI naval ship templates for Italy, England, USA, Japan, and the generic fallback reworked: most ship classes now follow a four-tier scheme (early / basic / improved / advanced) tied to historical classes as close as possible. AI fleets are now better-equipped at each tier and progress through them more reliably.
- AI is able to swap better quality ships into current task forces
- AI is better at picking a homebase that can reach all regions
- Added logic for the AI to decide that it is losing the battle too hard, and go for a full retreat instead of a slow retreat
- Introduction of AI buffering ships, this should result in the AI keeping a reserve fleet on hand for reinforcements
- Large lendleases will no longer be accepted if they would take too many convoys to ship
- Ai will be more aggressive with advantageous naval invasions
- Navy AI now considered scripted fleets separately for the case of building its required & optional task forces
- When naval objectives overlap, they will consider that and reduce request for patrols due to that
- Coastal defense will prioritize assignment based on number of VP's being defended
- Germany will build more submarines and fewer surface ships, matching historical doctrine
- Multiple invasions into the same sea region will share a single defense objective
- Naval dominance strategies with negative values will properly suppress objectives
- Coast defense will only ramp up when enemy presence is detected
- Rebalanced AI weights for naval research
- Introduced CV Fighter / Naval bomber equipment progress for England
- The AI will now train their troops more often
- The AI will no longer train divisions that are next to the enemy
- The AI will try to train their fleets a bit more opportunistic
- The AI will be a bit more sensible with picking a homebase for its standby fleet
- If there are no more patrol fleets available, the AI will use Strike forces as patrols instead
- Added logic to prevent the AI from assigning too many patrols to support naval invasion
- AI now reserves more dockyards for repair (thank you forum feedback)
- The AI will now repair until critical damage has been repaired (thank you forum feedback)
- The AI will now use their escort fleets in regions, even if the region is blocked due to convoy raiding
- Italy commits fewer units to the Alexandria push and holds Africa longer. Slightly reduced England's Alexandria defense buffer.
- UK builds up North Africa port more if its needed to push to Tobruk
- Convoy danger now decays quicker with time
- AI signatories of the Nine-Power Treaty now always agree to abandon it when Chiang Kai-shek leads China (unless allied with Japan)
模组制作
- Introduced naval_invasion_support_priority to direct the naval AI more
- AI objectives will respect blocked naval regions now and not consider them for naval mission assignment anymore
- Fixed a bug where the AI was not using fleets if the ships did not require any fuel
- Equipment role debug view shows raw matching score
Bugfix
- Fixed a rare crash that happened due to order invalidating
- Fixed a bug where taskforces could be in two naval combats at the same time
- Fixed a bug where ships were partially considered for supply need
- Fixed a bug where a strike force sometimes gets stuck on an invalid target and stops working
- Fixed a bug where wrong snow modifier values were shown + fixed a bug where the leader snow adjuster didn't work as intended
- Snow attack penalty is now shown on the move-arrow tooltip
- Removed legacy plane techs from BBA-enabled starts for 36 minor nations
- RI Bolzano in the 1939 OOB now uses the correct ship_hull_cruiser_2 (Bolzano Class)
- Convoy raiders won't join or reinforce a combat unless there are enemy convoy's to shoot at
- Fixed a crash related to carrier airplanes being deployed
- Fixed bug where emergency convoy demand would scale infinitely
- Fixed a bug where a ship would gain strength through doctrines, on reloading a save they would be damaged
- Fixed a bug where planes destroyed by other sources than air to air combat did not count to war participation (as an example: static anti-air or destroyed planes in a raid)
- Raj: Fixed "Mixed Economy" giving resources on all owned states rather than starting states and added coal.
- Raj: Fixed "The riches of the Raj" to check for synthetic referinies as well
- Raj: Fixed "Acquire new Resources" so it gives the resources to the correct state
- CTD that could occur with scientists in late game
- Fixed a bug where a naval supply tooltip would show a much larger number of convoys required then was actually needed
- Fixed OOS related to trade routes