• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

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.

# 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.
 
Last edited by a moderator:
  • 260Love
  • 120Like
  • 6
  • 2Haha
  • 1
  • 1
Reactions:
Unrelated, but Paradox, can you PLEASE fix your wiki? I'm trying to update the Imperator Invictus wiki and I LITERALLY cannot because after I clicked "edit" it got stuck on the final third of the loading bar and can't finish.

EDIT: And yet even when it does work, when I edit it, it can't save the changes and I get the message "invalid response from server!"

SAS- Edited language
 
Last edited by a moderator:
  • 5
  • 1
Reactions:
Yet one more thing to complain about. Paradox.

PARADOX. PLEASE!

Fix your achievements, I, as Boihaemia, conquered and colonized ALL of Boihaemia, and yet no matter what I do, "the Bois are back in Town" achievement NEVER EVER triggers! I play in Ironman Mode, I make sure to load the save, open and close the game's achievement menu on Steam, and I've fulfilled the requirement for the achievement A DOZEN FRICKIN' TIMES! Your whole ass achievement system is broken to the point that some refuse to even trigger no matter what you do!

FIX IT!


EDIT: Okay, it took me an embarassingly long time to realize this, but the achievement wasn't triggering because it was broken, the achievement wasn't triggering because you needed to be Boi, not Boihaemia, in order to get said achievement. Needless to say, there's no problem in that front.

And on another note, I saw someone ask about the implementation of unique names for cohort types being different across cultures, you mind finishing up the implementation of that one?
 
Last edited:
  • 2
  • 1Like
  • 1
Reactions:
I am already so thankful with what has already been done, but if I could ask for a couple of tiny things that would add a lot to flavor, it would be the ability to name cities, the ability to change a terrain type (forest to farmlands, for example) and if I'm being greedy, expanded defensive league options.
 
  • 4Like
  • 2Love
  • 2
Reactions:
Hi @PDX_Gorion first of all, thank you kindly for your work on I:R

I wanted to ask, are there any news on when the patch may be available for other platforms such as GoG? Is it even possible we may end up receiving this beta patch in this platform?

Thank you in advance for your response and wish you the best!
 
  • 11Like
  • 1
Reactions:
As a devoted fan of Imperator who plays the version without mods, I would like to submit a proposal to add to this update events illustrating the crisis that led to the fall of the Maurya Empire. Currently, the Maurya Empire has the irritating ahistorical habit of uniting India and conquering the Seleucid Empire, which never happened. Moreover, Rome led by artificial intelligence could stick more closely to its historical path of expansion. In most of the games I played, Rome led by AI never conquered Gaul, but it was very involved in Germania and Dacia. It would be nice to see AI Rome forming borders that are at least close to historical ones at least once in a while.
 
  • 2Like
  • 1
Reactions:
As a devoted fan of Imperator who plays the version without mods, I would like to submit a proposal to add to this update events illustrating the crisis that led to the fall of the Maurya Empire. Currently, the Maurya Empire has the irritating ahistorical habit of uniting India and conquering the Seleucid Empire, which never happened. Moreover, Rome led by artificial intelligence could stick more closely to its historical path of expansion. In most of the games I played, Rome led by AI never conquered Gaul, but it was very involved in Germania and Dacia. It would be nice to see AI Rome forming borders that are at least close to historical ones at least once in a while.

Sir, I know you said you play without mods, but consider changing that. The fall of Maurya is implemented beautifully in Invictus. There is also a mod for more historical expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=302043469&searchtext=
 
  • 3Like
Reactions:
Hello Gorion, Katten, Niels, Johan and Arheo,

thanks for the great Beta patch. This shows that with a tiny amount of dev time you can achieve great results and solve long-standing issues like the tag limit.

With the current Imperator event renewing interest in the series, I would like to lobby for a tiny little bit of dev time more that can also have a great result. Can you make the elections and successions in Republics more moddeable? As of now, the choice who becomes the next archon/republic leader, and also of the next party leader, is completely opaque to the player. When I wanted to make a mod to make this more visible and interacteable, so you can influence more who becomes the next archon, it turned out that this is hardcoded and not visible in the game files at all. Appearantly the game takes popularity, prominence and party allegiance in account according to the tooltip, but it is neither transparent nor moddeable. There are only some values in the defines under NSuccession but it is a far cry from the open and understandeable game files and mechanics that enabled modding so far.

I believe this routine of chosing the next archon should be very simple to transform into a scripted effect or an svalue or even an event. This way the community could mod it and make it more influenceable and create a better game experience. The same for the party leaders.

My idea was to make a mod which adds an additional tab in the government view (very cool that gui modding is possible in Imperator btw, great) that shows the next three candidates for the Archon office and the stats they have. This way the player would be able to influence the elections much more and much better than just spamming "smear reputation". If I as the player know how much prominence or personal power plays into the election, and I have a candidate that I don't want to be next archon, then I know much better on how to throw a wrench into his plans.

Also cool would be a way to set your friends up to be party leaders. And if you have especially loyal/bribed party leaders, you get bonus approval. I wanted to mod that too, party approval seems to be set up in Svalues and scripted effects and thus moddeable. But the election of the next party leaders is similarly opaque and hardcoded. There is also the set_party_leader effect in the effects list, but no info on how it works and nowhere is it implemented in the current version or the 1.0 version of the game, so no way for me to use it.

Lastly, the wait time between repeated archon terms seems to be hardcoded to 10 years. It would be cool if this could be an Svalue or something different as well, so I can mod a law that can change that time between 10, 5 and 0 years. This would allow players to roleplay as a character that tries to get reelected every single time in a row, kind of like Orban, Erdogan or Merkel (not trying to be political here). This would allow a playstyle that is more family/character focussed.

TL; DR: Pretty please, can you make elections moddeable, maybe in a scripted effect please you would allow a lot of modding possibilities with little effort :)
 
  • 5Like
  • 2
Reactions:
Sir, I know you said you play without mods, but consider changing that. The fall of Maurya is implemented beautifully in Invictus. There is also a mod for more historical expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=302043469&searchtext=
Invictus does not have a Polish translation. I prefer to play in my native language. Besides, in Invictus my favorite tribe, the Sarmatians, was destroyed and their name was changed. Moreover, the ancient history of Poland was not taken into account, in which there were no Germans but Celto-Sarmatian tribes. Invictus is based in this respect on outdated eugenic presumptions of Anglo-Saxon scientists, while completely ignoring the studies of Slavic scientists. The Lechites, Vistulas, Masuria and masses of other tribes present in today's Poland in the times of Roman civilization were forgotten. The rapidly developing Celtic civilization in Biskupin was forgotten. About the amber route, Sarmatian Celtic culture, which left behind numerous Sarmatian mounds and Celtic places of worship, such as those in Masuria, which are only slightly inferior to Stonchange.
 
  • 2Like
  • 2
  • 1Haha
  • 1
Reactions:
Invictus does not have a Polish translation. I prefer to play in my native language. Besides, in Invictus my favorite tribe, the Sarmatians, was destroyed and their name was changed. Moreover, the ancient history of Poland was not taken into account, in which there were no Germans but Celto-Sarmatian tribes. Invictus is based in this respect on outdated eugenic presumptions of Anglo-Saxon scientists, while completely ignoring the studies of Slavic scientists. The Lechites, Vistulas, Masuria and masses of other tribes present in today's Poland in the times of Roman civilization were forgotten. The rapidly developing Celtic civilization in Biskupin was forgotten. About the amber route, Sarmatian Celtic culture, which left behind numerous Sarmatian mounds and Celtic places of worship, such as those in Masuria, which are only slightly inferior to Stonchange.
Very informative answer, wow. I didn't know about that.
About these issues, consider bringing these points up with the Invictus team at their Discord, they are some very open people that love discussions about history. Or maybe here in the Forum. There have been multiple peoples approaching the team saying "hey, I wish X was better" and they then recruited that person, taught him the basics of modding, and that new person then added the content that was missing. I'm sure with your knowledge of this domain you would be a valued addition!

If you now think "oh modding is difficult", the most recent addition was Izn, who did a lot of additions in religions, gods and history in the Indian/Pakistan area. He started just adding deities, singular gods, which is just changing some lines of text. Adding countries and changing their cultures is similarly easy to get in to, expecially writing a few introductionary lines about their culture is literally just writing text like in this forum. Check it out!

With the language part, they have written a program that translates the mod into multiple languages using deepl. So maybe you could ask them/volunteer to consider adding a Polish translation?
 
  • 5Like
Reactions:
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.
If you could unlock warscore for modding we, the modding community, would fix some more stuff.
Otherwise it would be nice if you adjusted the equation that, in it's horrible current state, favors stackwiping 0,5k units with a 50k army for a 3% warscore over any legendary battle ending with a smaller force victory. IMHO you should add to the current equation the ratio of fighting forces: winner/loser and divide warscore gained by that ratio.

E.g.:
1.
winner: 10k
loser: 5k
ratio: 2
warscore: x% divided by 2
2.
winner: 5K
loser: 10k
ratio: 0.5
warscore: x% divided by 0.5 (so basically multiplied by 2)

This way equation would favor big battles over small battles and heroic victories over deathstack wipeouts of tiny forces.
Ofc if you could add to such equation bonus warscore for the difference of military tech levels that would be even more awesome...

Hopefully you will get this msg and implement this tiny, yet huge, idea for all those who spent their hard-earned money and still play and/or mod this game. ;)

@PDX_Gorion
(please forward to) @PDX_Niels_Uiterwijk
 
Last edited:
  • 1Love
Reactions:
@PDX_Gorion: Is there any chance of getting the beta patch released for Linux and Mac as well, please?
Yeah, the waiting has been unbearable recently. The whole Imperator day, requirements from more recent mods and lack of mod–enabled achievements have been really hard to live through. And I'd like to hop back into the game…
 
  • 1Like
Reactions:
Since the Beta update I have been able to install the game, select the 2.0.4 update and launch/play the game. After qutting Steam and trying to launch again I get the message: "An error occurred while updating Imperator: Rome (invalid app configuration)"

Think the Mac M1-chip might be the problem or maybe just Steam. Does anyone have the same problem?
For anyone that will look "invalid app configuration", you can still play on mac for the new 2.0.4 beta.

First without mods,
Just update the game
Then go to the game files via the steam properties
binaries>Launch Imperator

Note: steam will not recognize you playing

With mods
Load and launch the game before patch with the mods, then do the steps above.

If you want to play multiplayer you have to login to your paradox account and join via server ID. Make sure you have the same checksum.

Hope this helps anyone on mac :)
 
Last edited:
  • 3Like
Reactions:
Some mods may crash with the beta patch 2.0.4 but not without... yes, I also don't know why
 
  • 1
Reactions:
As some others have reported, the 2.0.4 beta patch is a bit broken on Linux. Launching Imperator through steam results in a "invalid app configuration" error message. A work-around is to run the binary/executable directly with the terminal or file manager. Posting this here as a reminder to the devs.
 
  • 5Like
  • 1
Reactions:
Ave!

We've definitely noticed the community events and followed them with interrest. It was really cool seeing all the streams, videos being made and ppl playing + the community reacting to that again. So much that we've decided to make another push for the 2.0.4 patch being actually released. A year ago I've made it an open beta on steam, and for various reasons I couldnt get it released on the other platforms (turns out tech doesn't stop and old tech doesnt work anymore). However we decided that we need to gather resources from the internal paradox studio's (tinto, green & gold) to make an effort into releasing this patch.

I can't promise a date, but it does seem very likely that we will be able to actually release it (all platforms & all stores we support)!

I have to stress though, there is no internal team working on this game, and we are not planning to start one up. But we do want to give back to the community, so the 2.0.4 patch is also being expanded a little bit with requests coming from modders.

Once we are closer to knowing when we can release it, we will make a new forum post & share on socials as well :)
 
  • 106Love
  • 44Like
  • 4
  • 2
Reactions:
So much that we've decided to make another push for the 2.0.4 patch being actually released.
I must say that's rather swag of you
 
  • 5
  • 1Haha
Reactions:
Status
Not open for further replies.