Happy Wednesday Victorians!
Hotfix 1.13.10 is now live! With a wide array of fixes and other improvements, including; Improvements to naval mission UI and tooltips, fleet visibility now working as intended, a fix for naval invasions being stuck at 99% and much more!
Also, before we get into the hotfix, a small word on the AI Update (1.14). Our first post-break Dev Diary will be coming next week, and we should be ready to share more information then. Until that time, here is a look at our improved hiring & wage tooltips for buildings! While not directly related to AI, part of the focus of the AI update is also to make underlying game logic decisions like this more transparent and thus able to be better improved for player and AI alike.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.
1.13.10’s checksum is `2964` and you can check out the full patch notes below.
The following changes have been made to the game compared to 1.13.9:
Improvements
Ships built for a selected target fleet now spawn at the closest reachable shipyard to that fleet (by sea travel), falling back to the previous placement when none can reach it. A "Will be built in: " line in the ship construction entry tooltip will tell you where a ship will appear.
Added a button to pause construction on individual construction sectors
A country that gains control, through revolution or conquest, of land hosting foreign treaty ports now inherits those treaty port agreements, and is given the choice to honor them or revoke them and reclaim the ports for itself. The affected foreign power is notified of the decision either way.
When disbanding a company producing a generic prestige good the respective journal entry is reenabled so that it can be reapplied to a new company if needed
AI
Colonial powers are now more inclined to launch a diplomatic play to retake a treaty port from a country that recently revoked their treaty port agreement, until they have had their revenge
The AI now decommissions excess Supply Ships it no longer needs
The AI no longer proposes treaty articles that hand over its own subjects to itself
Interface
Added an alert that warns when a ship under construction is assigned to a target fleet it will not be able to reach, listing the affected fleet(s)
Estimated interception effects are now shown while hovering to assign a fleet to intercept
Estimated blockade effects are now shown while hovering to assign a fleet to blockade
Hovering a naval fleet's mission marker now highlights the sea regions and routes it operates in, and enemy naval missions appear as their own markers below the sea node
The interface will now state that a fleet can't reach a coastal state when there's a strait blocking the path there for a naval invasion
Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries, and which hostile fleets are raiding there
Interest tier tooltips on the map now name the strategic region they refer to
Left-clicking a naval mission map marker now opens the fleet directly, or lists the fleets when several share the same mission
Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet
Port Bombardment now shows coastal-building markers and arrows on the map, indicating which coastal buildings are threatened and where the bombardment comes from
Added a Naval Mission map marker for enemy Fleets
Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so the listed values add up to the total
Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Ships
Updated tooltips for sea nodes, Headquarters, and states to show target involvement changes when redeploying/stationing fleets and armies
A sea region's tooltip for the project power naval mission now correctly shows the predictive involvement changes if the fleet would be deployed to that region
Added a status line in the case a fleet is traveling to pick up an army during a naval invasion
The fleet panel's Retrofit button now explains why the selected ships cannot be retrofitted
The tooltip when editing a Naval Mission's Sea Regions now explains when Shift+Click would not work because the mission's area limit would be exceeded
Naval mission markers collapse into small colour-coded dots when the map is zoomed far out, reducing clutter
Added entry to importers state goods panel displaying how much is lost to piracy
Fleets over their Command Limit now show the limit in red in the outliner and in fleet tooltips
The outliner no longer shows a Command Limit warning for armies that are not over their Command Limit
The Short-Term Tax Cuts amendment now shows how long it lasts and posts a notification when it expires
Hovering a ship traded in a treaty now shows that ship's tooltip
Hide the ship transfer options when making treaties with landlocked countries
Made it so transfer subject treaty article is disabled when you have no subjects to transfer
Updated the colors of the building ownership bars to make more sense, blue-ish colors are now "owned by you" while orange-ish colors represents other countries' ownership
The Ship Transfer article no longer spills outside its frame on treaty tooltips
Improved how ship prefixes (like HMS) are rendered in the ship panel
Fixed a case where the transfer unit window would wrongly claim you were above the command limit when mixing conscripts and regulars
And, a selection of the interface updates mentioned above






Performance
Fixed severe framerate drops when hovering or selecting fleets with very large numbers of ships
Modding
Added the on_treaty_ports_inherited on-action and the renege_treaty_ports_with country effect, used when a country inherits or gives up hosted treaty ports.
Added script containers (see create_container)
Bugfixes
Reducing a fleet's visibility now makes it harder to spot instead of easier
Admiral traits and naval missions that change a fleet's visibility or detection now affect whether enemy fleets spot it
Fixed invasions getting stuck at 99% advancement due to states being left under the control of a country that no longer occupied them; affected saves are repaired on load
Single good shortage no longer drains supply and instead lowers maximum organization
Fixed armies being destroyed and their general killed when their transport fleet re-routed while the troops were traveling to embark for a naval invasion
Fixed a bug where you could end up with no logistic centers in your country making your armies get no supplies
Fixed a bug where unraised conscripts would not upgrade when you pressed the upgrade all button
Private investment no longer endlessly expands railways that can never become profitable
Fixed the same war goal being added twice to a diplomatic play when a country was swayed with a war goal that was already among its demands
Fixed crash after loading a save with pops missing their social class
Fixed crash when a country going bankrupt removes an unbuilt canal
Fixed crash from dangling ship repair stuck after save load
Fixed a bug where after cancelling a naval invasion the partial occupation would not disappear
The confirmation popup for breaking a Ship Transfer or Support Independence treaty now lists the infamy and relations penalties
Fixed a bug where naval invasion could sometimes get stuck
Fixed an out-of-sync error in multiplayer that could occur when a revolution appointed new interest group leaders
Fixed strait toll income dropping every time a save was loaded
Ships can again be transferred between fleets while marines are attached, as long as one side of the transfer can still carry all of them
Resolved an issue where the player was unable to change their tariffs or subvention levels freely within the grace period
Ships traded in a treaty now show their utility modifications
Strait toll income, the strait panel and trade center toll expenses now report the same trade amounts and no longer charge tolls for goods whose route does not pass through the strait
Fixed an issue where movement radicalism from unowned homelands for Cultural Supremacy movements was not being calculated correctly
The predicted change of involvement when adding a sea region to a fleet's orders now accounts for the areas those orders already cover
Armies now need adequate supply ships to cover the journey when performing a naval invasion
Fixes an issue that would cause "The River of Coffee" to fail upon a civil war taking the capital
Promoting a commander no longer upsets interest groups whose commanders are all of a different type than the promoted one
You can no longer send uncrewed ships on missions
Ships can no longer be sent to retrofit while their fleet is transporting an army
Ships sent for refitting now stay in the port where their fleet is docked instead of sailing to its home naval base
Fleets sent to port for repairs are released again once they have all the crew that can currently be found
Fixed the progress bars in Hidden Domain Journal Entry to properly display country names after either country had a victorious revolution
Fixes an issue where an exiled army could get stuck in friendly territory
Fixed an issue where treaty effects would still provide benefits even if the article is non-fulfilled
Fixed being able to sign multiple treaties with identical terms with the same country, which allowed stacking leverage
Fixed a bug where renegotiating an old treaty could instantly grant an obligation
Shipyard wages are no longer paid twice
Fixed a bug where you could exceed the carrying capacity by merging armies waiting to be embarked
Treaty ports now properly reconnect to the new host's market when a treaty changes hands
Fixed script errors from the AI evaluating the Ryukyu rivalry journal entry buttons
Ships no longer lose experience while their fleet is transporting an army or carrying out a naval invasion
Fixed some Japanese characters missing Japanese culture
Cancelling the retrofit of a single ship now returns it to its original fleet instead of leaving it in the retrofit fleet
Fixed a bug where a fleet that is retrofitting could still be sent on a naval mission without cancelling the retrofitting
Fixed a bug where you could transfer a subject to itself
Fixed issue where goods were not properly removed from importer during piracy
Fixed a treaty port (such as Hong Kong) becoming permanently cut off from the World Market with 0% market access after a revolution or conquest replaced the country that had hosted it
Fixed an issue with renegotiating treaties with duplicate articles
Previous Patchnotes
1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6 | 1.13.7 | 1.13.8 | 1.13.9