This weeks update is now live! Lots more AI improvements, UI improvements, gameplay fixes, and more! We have also completely overhauled the game lobby (still in progress) and turned on multiplayer. We appreciate all your support and feedback are are steaming towards release!
Complete release notes (saves are compatible):
New Features
- Turned on multiplayer support
- Region stability ideology now has radicalism values
- High taxes now increase corruption
- No longer require diplomatic ties to fund political factions or military coups
- Added region radicalism penalty for not having the right religion, ethnicity, and culture
- Research is now inherited when a new nation is formed
Bug Fixes
- Fixed region where ships would not show up
- Handled alliance naming conflict
- When nations are destroyed and removed from their alliance (if they have one), new leading nations are now set
- Fixed region power points calculations
- Game startup now adds colonies and puppets to all wars involving their master nation
- Fixed the Hospital -> Medical Center -> Hospital bug
- Fixed bug when you right click on a fleet and issue the Load on Transports order
- Improved the accuracy of predicted money/stockpile changes
- Fixed issue that caused animations to sometimes fail on Mac and Linux
- Fix an issue where a master nation's troops would not re-assert control of a region after it had rebelled
- Fixed inability to bomb rebel unit groups
- Fixed a number of issues around financial aid
- Nations that cut diplomatic ties with another nation now leave their alliance if allied with that nation
UI
- Fixed title issue with riot notifications
- Rebellion summary icon now flashes green when it has notifications
- Region construction project completed now shows up in production summary notification panel
- Fixed duplicate war state notifications
- Lost region control notification now shows up again
- Fixed an issue where the national program sliders were miscalculating the values when they were initialized
- Tool Tips added to Nation Info Sliders
- Added Program Sliders to the Protectorates and Colonies
- Main Government panel now displays the Radicalism levels
- Fixed tool tips displaying Resource Aid as Resource Trade
- Resource Aid Proposals now appear in Trade Summary Panel
- Fixed blank Trade Detail panels appearing
- Added column in World Market panel displaying if the player's nation is already trading that resource with another nation
- Declare War notifications are now displayed for independent ally nations joining a war via a call to allies request
- Updated Government Program Tool Tips with values
- Added MPU Requirement to Factory Encyclopedia Entries
- Updated Start Background
- Added Empires Panel to the Diplomacy Report Panel
- Added more religious information on the Establish New Government Panel
- Added Capital City Selection Shortcut to the Government Display Panel
- Added Radicalism Data to the Government Info Panel
- Enabled pop-up message for a nation who becomes independent when their master is annexed
AI
- AI Nations won't create a subordinate nation if it will leave them city-less
- Improved AI use of Government Programs
- Fixed AI creating puppets out of claimed regions
- Improved how the AI decides which regions to attack
- Improved AI military unit build behavior
- Improved how the AI determines what to do with a nation they defeated
- Improved trading behavior
Content
- Updated government programs to mitigate radicalism
- Black Sea is now a Trade Route, Fixes Romanian Trading Bug
- Modified Fogging Opacity and Color
- Modified Research Points generated by Universities, etc.
- Increased Artillery Arms requirement and reduced some of their effectiveness
- Added more Units for Balkan Nations
- Increased Prospecting % on New Jersey
- Dutch East Indies is now a Colony
- Fixed Socialist and Nationalist Decals for the Atlantic Islanders
- Lowered bonus for Health Buildings
- Added Coal Mines to Kentucky
- Rebalanced combat damage
- Updated Engagement Icon
- Update Battle Icon
Launcher
- Complete overhaul of lobby