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Anniversary Maintenance Patch - 2.0.4 (Open Beta)

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.

# Stability & 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
- Newly 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)


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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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
 

olivenkranz

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Are there any mechanics that could easily be made acessible to modding? If yes, which ones?

Edit: I of course mean mechanics that aren't moddable currently such as map modes or peace deals.
 

Herennius

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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?
 
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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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@Johan
Although many ( who are probably not here anymore ) were harsh with you at the beginning of Imperator, I always respected your work ( although I must admit that the mana system was extremely unbalanced, especially the blue... ).
Anyway I'm glad to see you around here after all and also that PDX still remembers Imperator Rome one of my favorite periods
 
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Hiring mercenaries (especially Pirate fleets) in Republics significantly affects interior politics, as they both contribute to the powerbase of the nation and exert senatorial influence in the assembly:

 
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If it is possible, I would like to see citizens and nobles status fixed.

Right now when you give citizens right to a culture, they will promote to nobles anyway. Making noble rights pointless and never used.
 
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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:




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.
I’m not crying, you’re crying!

thank you so much for this. It’s revived interest in the game!

I understand that it isn’t a revival but maybe, just maybe the interest shown by fans will spark a revival. The steam play numbers have gone up and for minor fixes, that’s promising!
 
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I'm sorry, but I have not received an answer about the report that I made in the link below, has the report been accepted for consideration?
 

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Holdings don't get removed when enticing a governor. Since the character isn't in your realm, you can't revoke holdings of the foreign characters. The worst thing is if that foreign character rebels, all his holdings will join him in his civil war, including the ones you own. It is possible that there are other sources for holdings of a character being in a different realm.
This can be replicated by having a character own a holding in a different realm and have that character then start a civil war. All his holidngs will join the civil war.
 
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@PDX_Gorion I just remembered another bug that can be quite frustrating to deal with. Lost a deep run because of it...

When having loaded a savefile that is after the enddate and loading an ongoing ironman savefile afterwards either by clicking load via escape or by exiting to main menu and loading it and any other IM saves afterwards removes the ironman status of those savefiles upon clicking save or exiting the game.

My guess is that there is a flag set that does not get reset when loading an Ironman savefile.

 
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Dementive

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Could you fix the GUI editor? It crashes to desktop after a short time.
I also think it would be great if the GUI editor was fixed somehow. It makes GUI work so much easier, its a pain to find things without it im always hunting down which file im looking at and then what widget in that file needs to change but with the editor i'd be able to just click the widget and know everything. It also makes debugging much easier.
 
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If it is possible, I would like to see citizens and nobles status fixed.

Right now when you give citizens right to a culture, they will promote to nobles anyway. Making noble rights pointless and never used.
Me too; the bug report for this can be found here:


Holdings don't get removed when enticing a governor. Since the character isn't in your realm, you can't revoke holdings of the foreign characters. The worst thing is if that foreign character rebels, all his holdings will join him in his civil war, including the ones you own. It is possible that there are other sources for holdings of a character being in a different realm.
This can be replicated by having a character own a holding in a different realm and have that character then start a civil war. All his holidngs will join the civil war.
Yes, there seem to be a general problem with characters keeping holdings when territory ownership changes. Enticing governors is one case, but this also happens e.g. when you release a mercenary subject or if due migration a territory becomes unowed and uninhabited:



 
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I found another problem, I don't know if this was addressed here, after a long time so much was written that I lost track in the I:R forum lul

if events occur that reduced prestige from any family, the amount shown will not be reduced

for example when imposing sanctions:

1682962776519.png

The Prestige is 1089

1682962888219.png

with the sanctions of someone the family loses 80 prestige

1682962923183.png

but it was only reduced by 10

I have no idea how to explain it any other way xD
 
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I found another problem, I don't know if this was addressed here, after a long time so much was written that I lost track in the I:R forum lul

if events occur that reduced prestige from any family, the amount shown will not be reduced

for example when imposing sanctions:

View attachment 974788
The Prestige is 1089

View attachment 974789
with the sanctions of someone the family loses 80 prestige

View attachment 974790
but it was only reduced by 10

I have no idea how to explain it any other way xD
Regarding that, the ruler often doesn't count for the family positions, which can be annoying.
 
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It makes sense to remove the requirements for achievements in this case, since development was cut short and the game now runs on mods. For the records, I didn't like the way Victoria 3 handles the achievements and I think you were very much right to care about how achievements could become trivial.

If it is possible, I would like to see citizens and nobles status fixed.

Right now when you give citizens right to a culture, they will promote to nobles anyway. Making noble rights pointless and never used.
This. I've just checked in the beta, the bug still exists.
 
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