Anniversary Maintenance Patch - 2.0.4 (Open Beta)

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PDX_Gorion

Technical Director @ PDS Green
Paradox Staff
Aug 9, 2018
79
1.288
ImperatorSocial.png

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.
- Fixed bug where pops could be promoted above what they were allowed to.

# Other
- Updated default message settings
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)



Integrated fixes from the "Unofficial Patch" mod.
(Thanks Umgssda!)

# Fixes

## Missions

- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"

## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"


- New Update 11/4/2024


#######################
# Bugfixes
######################

# Game Mechanic
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

# Effects
- Added set_player_country effect to allow modders to swtich the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

# Triggers
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.

# Other
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals


Integrated fixes provided by the Invictus team:
Thank you Imperator: Invictus Mod Development team with highlight to Robbe Vander Kerken (aka Snowlet) & Nathaniel Van Drei (aka Dementive)


# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highligting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimized check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentialyl failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui



- New Update 12/4/2024

# Effects
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.

# Triggers
- Added has_capital_surplus to check for the existance of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existance of any captial bonuses for the specific trade good

# Other
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean


- New Update 16/4/2024

# Bugfixes
- Fix release as client state crash in the UI



As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback (or links to bug reports that you want to see fixed) in the comments section, I am quite bad at replying, but I will read them.

Thanks to all the people that helped me with this!


Available now on the steam beta branch: 2.0.4 - open beta

I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
 
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Torshon said:
Amazing news!, thank you!. Do you know if the achievement "The Great Destroyer" has been fixed?
PDXKatten: The only parts currently fixed are the ones listed in the patch notes ^^


Comrade Jiggy said:
Am I the only one who thinks it is @Johan who is masquerading as Niels Uiterwijk?
Nice alias by the way, if that is the case ;)
Johan: its not :p i did help with the support for more tags, but he did 99% of the work for this patch


Snowlet said:
We've identified another issue, armies no longer replenish food. This can easily be tested by playing as Macedon and looking at the food amount of the legion.
This unfortunately does make the game a bit unplayable.
PDX_Gorion: Thanks! I'll look into this asap!


PDX_Gorion:
I've pushed a new update to the 2.0.4 beta branch fixing a bug where food was no longer properly calculated. This should work again (this also broke revolts among other things)

Please don't shy away from reporting other issues or bugs you'd like to see solved before the proper release!


Sanny said:
Thank you for this! Always great to see you guys supporting the modding community. They are the only thing keeping this game alive.
PDX_Gorion: We have some truly amazing imperator mods! They are doing a great job :D


San troy said:
Please fix this:

https://forum.paradoxplaza.com/foru...ions-have-blank-pantheon-deities-tab.1490607/

and achievements like "Great Destroyer" (or delete broken ones from Steam database)

What exactly counts as a "conquered Great Wonder"?

The "Great Destroyer" achievement requires you to destroy 10 Wonders not build by you. Does anybody know what exactly counts as "destroying a wonder" for the purpose of this achievement? Looking through the code I found the following: Which...
forum.paradoxplaza.com
forum.paradoxplaza.com
PDX_Gorion: I have fixed this now, however the fix for this needs to wait for the full release, which I am not sure when that will be, but hopefully before the summer..
Note: That is the achievement that I fixed


MathyM said:
Since the game will only stay alive through mods from now on, would it be possible to enable earning achievements on a modded game? Victoria 3 did that, and I absolutely love it.
PDX_Gorion: Yes I agree, I will make the same change. In the past we decided to disable it as it would trivialize getting the achievements.


PDX_Gorion: Well, don't expect anything different, but these changes were in the code only, 'the full release' would also contain the 'content' update (in this case, the achievement script is in the content part) It's due to the way I set up on steam back in 2019.


Diskianterezh said:
Is it possible to quickly check why civil wars bug? I know that civil war code might be a complicated mess, but right now, there is a lot of cases where when several governors, characters and even generals are disloyal, the civil war will only form with only one of these characters. Hence making a very exploitable and small civil war (only one governorship of a huge empire). Considering the central identity of civil wars on the game, it is quite game breaking. You can reproduce it by making several governor unloyal and wait for the civil war.
Johan: since the amount of dev time to fix anything is limited, i’d recommend getting a save just before the civil war starts that would cause the issue guaranteed.


TwiddleFactor said:
Thank you so much for spending the time to work on Imperator. This news has got me wanting to get back into Imperator and start modding again!
PDXKatten: That is awesome to hear! Hope this might be able to assist you in your modding adventures: https://imperator.paradoxwikis.com/Modding


PDXKatten:
New changes to the Open Beta:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.

# Other
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)


Diskianterezh said:
Thank you for the anwer,
i submitted a complete bug report with the save just here : https://forum.paradoxplaza.com/foru...one-of-the-disloyal-character-revolt.1579953/

Thank you very much
Johan: Thanks.

I've fixed it today, so whenever Niels updates the patch, that fix should be in.


Elite said:
Thank you devs for this update! I wish that this game could be revived one day. Though, if I understand correctly, the achievement system is being redone? If this is the case, I think allowing achievements with mods, like Victoria 3 would be a really nice thing, as many players like myself love the game and wish to finish our achievement list but also like to use mods.
Johan: no it will not change


Herennius said:
Maybe I'm misunderstanding something, but didn't @PDX_Gorion said here

Anniversary Maintenance Patch - 2.0.4 (Open Beta)

Avē! First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio...
forum.paradoxplaza.com
forum.paradoxplaza.com
that enabling Achievements with modded games for IR will be done?
Johan: Ah, didnt read it.


PDX_Gorion: Thanks everyone for your bug reports! I am doing my best to get through it, and I will likely make another patch on friday with some more updates.

Johan fixed an issue with civil wars being very small and I fixed an issue with nations not getting their pantheon.

Some stuff is just difficult to fix, because of the passage of time (hard to figure out why it's broken or what the goal was of a piece of code). Keep reports incoming though, I do go through them, but with the upcoming Galactic Paragon release, I might be busy with supporting the team with that instead.


shocky27 said:
Thank you so much for all of your help! You've already done so much to help us to continue working on mods for the game we love!

There is one major issue with map modding at the moment. When working with the map editor I have run into issues making roads for anything larger than the vanilla map dimensions. The spline tool will not generate roads between anchor points on a map larger than the original dimensions of the vanilla map, it just crashes the game. For making larger overhaul mods like Terra Indomita it would be great if we could generate roads using the spline tool in the map editor on larger map sizes, so i coukd make a larger map instead of sizing everything down to vanilla dimensions.

Other than that, it would be nice to have more options for terrain editing in Imperator like CK3 has in their map editor.

Thanks again!
PDX_Gorion: Yeah, anything we have in CK3 will likely never find its way back, especially something like the map editor updates. I could take a look at the crash if you send me everything I need to reproduce, but I am not sure if I can fix it, just so you know
 
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Am I the only one who thinks it is @Johan who is masquerading as Niels Uiterwijk?
Nice alias by the way, if that is the case ;)

its not :p

i did help with the support for more tags, but he did 99% of the work for this patch
 
We've identified another issue, armies no longer replenish food. This can easily be tested by playing as Macedon and looking at the food amount of the legion.
This unfortunately does make the game a bit unplayable.
Thanks! I'll look into this asap!
 
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I've pushed a new update to the 2.0.4 beta branch fixing a bug where food was no longer properly calculated. This should work again (this also broke revolts among other things)

Please don't shy away from reporting other issues or bugs you'd like to see solved before the proper release!
 
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Thank you for this! Always great to see you guys supporting the modding community. They are the only thing keeping this game alive.
We have some truly amazing imperator mods! They are doing a great job :D
 
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Please fix this:

https://forum.paradoxplaza.com/foru...ions-have-blank-pantheon-deities-tab.1490607/

and achievements like "Great Destroyer" (or delete broken ones from Steam database)


I have fixed this now, however the fix for this needs to wait for the full release, which I am not sure when that will be, but hopefully before the summer..
Note: That is the achievement that I fixed
 
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Since the game will only stay alive through mods from now on, would it be possible to enable earning achievements on a modded game? Victoria 3 did that, and I absolutely love it.

Yes I agree, I will make the same change. In the past we decided to disable it as it would trivialize getting the achievements.
 
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Is it possible to quickly check why civil wars bug? I know that civil war code might be a complicated mess, but right now, there is a lot of cases where when several governors, characters and even generals are disloyal, the civil war will only form with only one of these characters. Hence making a very exploitable and small civil war (only one governorship of a huge empire). Considering the central identity of civil wars on the game, it is quite game breaking. You can reproduce it by making several governor unloyal and wait for the civil war.
since the amount of dev time to fix anything is limited, i’d recommend getting a save just before the civil war starts that would cause the issue guaranteed.
 
I just started modding Imperator some time ago and this updated really really helped me (portrait editor!!!) stay motivated.

Please, if you still are considering fixing stuff could we get updated documentation on console commands? Help-command lists many commands that aren't working. Any documentation on modding and debug tools is very appreciated!

For moddability three things I wish we could have without having any idea how difficult or complex they are:

- ability to mod how the calendar works (different length years/months/days for fantasy worlds, for example)
- ability to mod genders and inheritance to matriarchal, to have gender equality as default and all that
- to be able to actually choose colours for families (I think they have "colour" variable but I haven't got it to work, only way to manipulate colours is to change their order)

How the calendar works is not something that can be modded unfortunately, at least not in the way you want it and at least not without some additional effort.
I am not 100% familiar with genders & inheritance, so I can't promise anything.
The family colours should already be moddable (I made it so when I implemented it fo 1.2) but maybe something broke, can take a look
 
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Thank you so much for spending the time to work on Imperator. This news has got me wanting to get back into Imperator and start modding again!

If we are on the topic of additional bugs to fix... I can't access my computer right now to get an example, but a bug that really bothered me is that last names for minor characters have been bugged since the family system was revised.

If a minor character has children, for example because they come from an annexed nation, or you married a character to a minor character, the children will have the last name [family does not exist] or something along those lines in square brackets. Additionally, when you adopt a character, if you choose for them to keep their last name, they will keep their last name initially, but when you load a save game, it will change to the family name.

It is by no means a major bug, but always bothered me, and seems like it shouldn't be too hard to fix.

If you make a bug report with a save game showing the issues, and the steps to reproduce, so I can easily reproduce it and fix it, that would allow me to spend some time on that.
 
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I posted this before the game was abandoned, maybe some of these can be easily fixed. I'm just going to copy most stuff over:

-----

I'd like to see the following partly irritating / annoying / miscellaneous things fixed before the developers head off for the year:

* In the nation -> administration -> provinces window, the very bottom row can not be clicked on properly

* Adjustable edge-scroll /WASD-scroll speed, possibly even separate sliders for each one.

* Hotkey for unselecting an army.
* Hotkey for transferring ownership over a besieged province.

* Currently, if you sort a list a specific way (e.g. descending: potential governors by loyalty, holdings by their total number of pops) and go into that window a second time, the game will remember that you sorted that list a specific way last time, but won't actually sort it that way. To fix this, you need to turn on the sorting again by clicking twice (ascending -> descending).

* I'd love to be able to assign / sell entire provinces to my subjects
* Maybe introduce releasing entire regions once you are a great power?
* Make it so that your subjects can not refuse the sale of a territory for 0 gold
* Perhaps a window where you could see some information about your subject nations would be nice in general

* After successfully attempting espionage, the target's treasury is referred to as "your treasury" and "your income"

* You can not upgrade a settlement into a city while a building is still being constructed there. You can however start the city upgrade and immediately after start constructing a building there

* Please add the unlockable wonder effect into the invention UI so I can actually see what I will be unlocking
* In the wonder construction screen, please at least name in which of the four invention trees I have look for the specific invention I have to unlock

* Newly raised levies automatically choose the most efficient tactic. Or: They remember the tactic they were last disbanded with. Maybe add a button for that in the levies menu to predetermine the tactic?

* Show me my own maximum of cohorts somewhere, as well as that of my subjects.

* New character filters: Married yes/no, party membership

* Let us manage all marriages of our family in a monarchy to avoid losing blood lines.

* Winning a close battle should award more war score than running over multiple 500 troop stacks

* Please add in the climate map mode officially, outside of console commands
* Trade goods map mode: Please make it so that closing the territory window on the bottom left after clicking on a territory to highlight a specific resource won't unselect the trade good you wish to highlight
* Speaking of trade goods, why are there no camels in northern Africa?

* As far as I can tell, Iberian culture is the only one without special military traditions

* Maybe slow down Rome by ~20 years in the beginning somehow? You can't even finish your first Epirus DLC mission before Rome unites Italy from top to bottom. You're essentially locked out of the Sicilian mission tree unless you rush through the first tree.

* Make it so that you can form Egypt even if Macedonian Egypt still holds land in Tibet or the Netherlands.

Most of these are probably outside of the scope for me, but anything that is a bug, if you can make a bug report with a save game, I could look into and fix
 
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I made a bug report for it some time ago:

Just checked again ingame and it still applies as of 2.0.3. Would be great if it could get fixed.

Really appreciate the work for this patch,a big thanks to the Developers and @PDX_Gorion

Thanks a lot! The previous bug report was still valid and it was easy for me to find what was wrong, so this should be fixed the next time I make a build for the open beta.

Another "wishlist item" is fixing this bug that happens on Linux that causes severe stuttering. There's a fix here; essentially the game constantly searches for a controller input which can be turned off in the OS, but it would be much more convenient if the game didn't constantly check for it in the first place!

Is this bug still an issue in the open beta? Upgrading SDL could have fixed this, this was a known bug with sdl 2.0.9 and fixed in 2.0.10 (imperator released with 2.0.4). I am not sure if I can actually fix this in a good way.
 
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New changes to the Open Beta:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.

# Other
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
 
Thank you devs for this update! I wish that this game could be revived one day. Though, if I understand correctly, the achievement system is being redone? If this is the case, I think allowing achievements with mods, like Victoria 3 would be a really nice thing, as many players like myself love the game and wish to finish our achievement list but also like to use mods.

no it will not change
 
Maybe I'm misunderstanding something, but didn't @PDX_Gorion said here


that enabling Achievements with modded games for IR will be done?
Ah, didnt read it.
 
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