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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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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!

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.
 
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Thanks again for fixing the levy bug, development of our War of the Ring mod was really hampered by it!

One thing modders would appreciate is a way to restrict certain units from being trained in legions. For example we don't want Orcs being raised by Dwarves...
The allow = {} for units doesn't work, but is there something else we could do?

Even if there is no solution, thank you so much!

It has been a while since I have looked at the files, but doesn't Pyrrhus get a modifier that allows him to recruit elephants even if he doesn't have the elephant resource? Maybe this was only pre-marius, I can't remember.
 
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There's a bug where you get -20% conversion speed for non-integrated cultures even if the pop is from an integrated culture, would love to see that fixed.

I don't care if this isn't a full revival, I made my peace with that long ago. I'm just so stoked that this game is getting something, anything at all, after so long. This news made my whole week.
 
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I only ask for the Mod Tools to be fixed and not crash, having to restart every single time to check if a couple pixels are wrong on the screen is really, really painful.
 
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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.
It was a bad change for Vicky and shouldnt be in Imperator, imo.
 
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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
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.
 
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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.
 

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We have some truly amazing imperator mods! They are doing a great job :D
Could you perhaps allow achievements with mods? So I can still gain achievements when playing Invictus?

Yes I agree, I will make the same change. In the past we decided to disable it as it would trivialize getting the achievements.

OH! That would really make me play the game a lot again!
 
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In subject_types, there is a line reading "has_limited_diplomacy = yes". Changing this to "has_limited_diplomacy = no" doesn't actually let the subject access more diplomatic actions. Fixing this so that us modders could have more flexible subject types would be a godsend!
The same goes for “has_overlords_ruler = no”, which doesn't seem to work. I'm quite curious what this is.
 
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The same goes for “has_overlords_ruler = no”, which doesn't seem to work. I'm quite curious what this is.

It's probably legacy code copied from EU4 that exists for personal unions. You can find lots of examples of things like this when modding paradox and creative assembly games. There are variables and settings that exist in the game files that don't do anything because they were either used in a previous game built off the same engine, or they were in a pre-release version of the game but never fully implemented.
 
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Honestly I know nothing about programming and modding so this might be something too difficult to change. I am suggest it in case it is not.

- Could we have diplo range calculated from the borders of the tags (like it is in EU4 for example) rather than from the capital. Although not a bug it creates some strange situations when two tags only one territory (sea or land) away cannot interact because their capitals are too far away.

Thanks!
 
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Honestly I know nothing about programming and modding so this might be something too difficult to change. I am suggest it in case it is not.

- Could we have diplo range calculated from the borders of the tags (like it is in EU4 for example) rather than from the capital. Although not a bug it creates some strange situations when two tags only one territory (sea or land) away cannot interact because their capitals are too far away.

Thanks!
I was just thinking about this the other day, too. I know this patch is mostly focused on bugs, but this would be a nice change for sure if easy to implement
 
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I am so happy to see IR getting a lot of the bugs fixed in a final patch since this is by far one of my favorite paradox games. But please don't enable Achievements for modded games since it does actually trivialize them, it was a big reason for me not really sticking with vicky 3. I am on Lord Lamberts side with this one, it was bad change for Vicky 3 and would be a bad change for IR because it unlevels the playing field!
 
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MathyM

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I am so happy to see IR getting a lot of the bugs fixed in a final patch since this is by far one of my favorite paradox games. But please don't enable Achievements for modded games since it does actually trivialize them, it was a big reason for me not really sticking with vicky 3. I am on Lord Lamberts side with this one, it was bad change for Vicky 3 and would be a bad change for IR because it unlevels the playing field!
Achievements are already trivial. You can easily edit save files if you know what you're doing, and even if that's not an option, you can spoof the very same request that the game would send to Steam and tell it to unlock the achievement. If you're not savvy enough, there are well-known programs that do that, which I will avoid naming because they might not be entirely compatible with the rules here.

The mechanics that confirm an achievement have been unlocked aren't inherently safe in any way, they're entirely clientside. You can never tell if someone unlocked an achievement in a legit way, or if they cheated it. Yes, you can make a mod for Victoria 3 that unlocks every achievement. The only person you're cheating is yourself. If you don't care about achievements, why bother downloading this mod? If you do care about them, how will feel knowing you didn't earn a single one?

So if someone installs a mod that adds some modifiers to certain nations, making them stronger, weaker, or maybe just different, why should they be barred from seeking the objectives that the game gives you? They might not even be playing otherwise, since the game won't get any new flavor DLC anymore.
 
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