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Victoria 3 - Dev Diary #73 - Open Beta and Update 1.2 overview

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Hello and welcome! Today we'll be covering several topics relating to Update 1.2:

  • Open 1.2 Beta
  • Feature Overview
  • Anticipated 1.2 Release Date

As mentioned in our last dev diary, 1.2 is a big update with some far-reaching changes, and we don't want to push it out before we feel it's ready for primetime. We're happy overall with the reception of Update 1.1, but those of you who were with us during its initial release will remember - perhaps fondly, perhaps not - how the Legitimacy mechanics seemed to change from day to day for a while there. While we finally managed to iron out most of the kinks in 1.1.2 (more on that later) this is the kind of scenario we'd like to avoid going forward. With a game as highly interconnected and complex as Victoria 3, the only way to do that is to give the patch enough time in the oven, letting our playtesters really give everything a solid rundown.

At the same time, Update 1.2 brings some substantial improvements in several areas that we know are important to you, and we don't want to keep those away from you longer than we absolutely have to. Disentangling specific improvements and bug fixes from the rest of the changes that have already been done to the branch is itself laborious and error-prone. Our assessment is that releasing those in hotfixes would be risky.

So how do we marry these two things together - giving you access to upcoming content as soon as possible, while ensuring high quality of the upcoming update? By launching our first Open Beta, of course! In this way you will have a chance to experience all the juicy parts of Update 1.2, but also share your feedback with us in advance, allowing us to improve what we are currently working on.

Our planned beta launch date is February 8th at 10:00 CET. At that point a new Steam beta branch 1.2-beta will become available to anyone who owns Victoria 3. A new forum post will be made with step-by-step instructions for how to enable it. Once you've started playing the beta, you can always switch back to the live branch in the same way. As always, your existing save games might not be fully compatible with this new version, and you should definitely not expect saves made in 1.2 to be backwards compatible with 1.1.2.

We will also launch a new beta section on our Victoria 3 Discord server where you can discuss the update with other players and report any bugs or balance issues you find. Our moderators will be active on this channel, and so will developers and QA team members as time permits. If you prefer not to use Discord you can also file bugs using our forum bug report tool, even for the beta version.

After the initial beta release, we plan on releasing two additional updates on the beta branch on a weekly basis, containing additional bug fixes, performance improvements, etc and also adjustments we've made according to your feedback. The exact release dates and times of these updates are to be confirmed, but we will keep you posted on the Discord channel.

To set expectations at the right level, playing the beta build will not be a buttery-smooth experience! Some aspects of the game will be greatly improved, but other things will be in a rougher state, and there will be bugs (if not, we'd just launch it without a beta phase!)

Also, some features will be in a less mature state at the beginning of beta than they will be at release. For example, Strategic Objectives will be limited to one per country during the beta, but the intent is to expand this to allow for designating multiple Strategic Objectives. This slimmed-down version is included in the beta to allow you to try it out and feedback on how it feels in general while we continue to work on the full implementation.

So do keep in mind that while you'll get a sneak peek at the latest features and will see many improvements, you should expect some speed bumps along the way. And when you do, we want to hear about it!

Below you can find a short list of some of the new features and improvements made in 1.2. As always, just because something is not on this list doesn't mean we're not aware of it, and may even have addressed it already! The full changelog will be published closer to the release date.

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New Features
  • Autonomous Investment system
  • Strategic Objectives for planning military campaigns
  • Customizable notification settings
  • In-game music player
  • Key rebinding

Improvements and bug fixes
  • Performance optimization
  • Improved AI handling of economy and military, including port management
  • Greater differences in economic systems
  • More realistic modeling of trade route profits and GDP
  • Worldwide Arable Land revision and migration balancing
  • Mega-parties limited by tweaks to party formation logic and ideology

Interface
  • Trade panel overhaul for easier route management
  • More clarity on Pop Needs, Convoys, Radicals and Loyalists
  • Visual upgrades to mapmodes and lenses, such as showing Infrastructure and employable Pops when expanding buildings
  • Outliner enhanced with pinnable market goods and characters
  • Reduced notification spam


We are going to cover most of these things in dev diaries leading up to the release of 1.2, so details on what exactly these entail may be sparse until then. However, all of these will be in the beta build when we release it (although to reiterate, perhaps not in their final form) so come February 8th you can explore them for yourself!

After the third and final beta release, but before the live release of Update 1.2, you can expect the beta build and the beta section on Discord to become unavailable, as we will be channeling all our resources into the release. We will keep you updated on the expected beta shutdown date on Discord as well, of course.

Our preliminary release date for Update 1.2, assuming all goes according to plan, is March 13th. For those of you who opt to continue playing 1.1.2 until then you can follow the new features in upcoming dev diaries. For the rest of you, I'll see you on Discord on Feb 8!

v3_discordbanner.jpg
 
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That's a fair point, especially considering how significant the victorian era was for humanity. In my experience, changes do happen quite frequently but not in a very organical manner, like fascist France for the 35th time in a row. Perhaps a solution to that could be having more events related to political movements of the period for a particular country, or having more granularity between interest groups from different countries to allow local idiosyncrasies to arise more frequently, giving birth to movements advocating for things like, idk, afro-brazilian ethnostate. Would add a lot of depth and interesting flavors (like smoked paprika) to gameplay.
Rebellions do happen, I won't deny that. And I agree, the rebellions need to feel more dynamic. Like when the Russian civil war happened real life, there were so many factions involved but you won't ever get a scenario similar to the Russian civil war in Victoria 3. When a Victoria 3 rebellion happens, it's just a different government type and nothing else changes and I think more should definitely happen
 
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Interesting. I wonder if the music player will show the name of the currently playing track? It took me a while before I finally identified the track I was interested in, which turned out to be the one called "Tea Time". One of my favorite Victoria 3 music tracks, by the way!
Exciting times! A while back, the possibility of a "reverse sway" mechanic -- basically, here's what you could offer for me to join your war -- was mentioned. Did that idea ever pan out? Of all the features that have been brainstormed in these DDs, that one sticks with me as one that could be a massive improvement to the diplomacy experience.

It won't be in patch 1.2, sadly. It's still something we're passionate about and are looking into adding in the future.

That's interesting. If the diplomacy mechanic could be significantly expanded in the future to better simulate the complex and intricate nature of the diplomacy, I might demand as a condition for joining the war that the capital of a certain country not be attacked, effectively setting the limits on how far the war can go, for maintenance of the balance of power in Europe and/or maintaining the territorial integrity of the said country's core territories. But it may not be feasible to go this far, as I don't know how far Ai is capable of at this point.

One thing that sort of disappoint me is the inability of countries to join the wars after it already had broken out, something that often happened throughout the human history. But I suspect this might be simply a cost of maintaining the gameplay balance... I think? Or that the AI players is incapable of doing this in a rational manner, or something. Otherwise, I might be able to threaten intervention if I feel the attacking countries are going too far or about to cross the "red line" like attacking the capital that would potentially threaten the balance of power.

The reason I mentioned all of this was that I once read about how, during the Second Schleswig War between Denmark and the German Confederation led by Austria and Prussia, the British prime minister Lord Palmerston (otherwise known as Henry Temple in the game) apparently warned the Austrian ambassador, after learning of the Austrian fleet being on the way to attack the Danish capital of Copenhagen, that if the fleet were to enter the Baltic, the result would be a war with Britain. Austria, naturally wary of adding more enemies than needed in the war, responded by saying the fleet would not enter the Baltic, and it never did. Amazing.

Lord Palmerston, of course, was a notorious Foreign Secretary and later Prime Minister of Britain who was well known for his infamous so-called gunboat diplomacy, as manifested in the Don Pacifico affair and Sulphur Crisis of 1840.
 
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The most important feature needed: a unique flag for Guatemala as a US puppet! All the other Central American countries get one, but not Guatemala.

...I've been Manifesting a lot of Destiny lately.
 
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Because it would introduce an absolutely insane amount of micro to manually set sliders of PM distributions on individual buildings.

We're considering different solutions to the industrial good output substitution problem long-term, but at the moment balancing the system we have is better.
While I do agree that some of the production methods need balancing and some limitations are weird (why is the shipyard still dedicating so many resources to the civil industry if there is no demand? Why is it impossible to focus labor to a greater degree on luxury clothes/furniture/etc.), some of the other limitations were quite interesting: providing enough explosives for my mines meant a lot of fertilizer as a byproduct, which meant that my farms could benefit simply because it was already there. It reminded me of gas being produced as a byproduct of many oil wells, where it initially would be extremely cheap because it would otherwise be burnt.
 
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If it costs the same amount for the output as the input why would your value increase?

Isn't the old way as follows (I am using the same assumption from your example that glass is made from lead without wood)
old lead only = L; old glass only = G; old both = L+G
new lead only = L; new glass only = G-L; new both = L + (G-L) = G

The new calculation shows the value added in production.

i think we are talking past eachother (is that a saying in english?). we both agree on how the old and new calculation of gpd works, and we both agree that the new calculation is better.

but your question "If it costs the same amount for the output as the input why would your value increase?" is my whole point, it shouldnt. but for balance purposes, if prices are balances (to make finished goods generally more expensive), then in price equilibrium producing glass will increase your gpd.

i dont know if devs are looking at balancing prices after the change, but they are probably doing it. my question to the devs was simply - is this being looked at?
 

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Because it would introduce an absolutely insane amount of micro to manually set sliders of PM distributions on individual buildings.

We're considering different solutions to the industrial good output substitution problem long-term, but at the moment balancing the system we have is better.

ok understand. i just hope you dont add new type of buildings, or improve ui to sort/group related buildings together. as of now, it is a hell to scroll down down down just to reach saw mill to again rebalance output.

more buildings(like vineyard) for a specific cosumer good doesnt add anything to quality, just more quantity and more chores.
 
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As part of the update can we get a rework of religious law. Perhaps something about heritage like accepting all: Abrahamic, Eastern, or Indic religions

Probably too late for this update but using the Religious Families of CK3 and adding one more law would be an interesting option.
If I'm not misremembering Buddhist faiths already have two traits (Buddhist and Eastern), at the moment this changes nothing since passing Freedom of Coscience will accept all Eastern religions which contains all branches of Buddhism.
 
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Hi great dev diary love all the changes you announced really looking forward to it.

A question I have though is wether or not you think about splitting production of goods more, for example splitting luxury clothing completely off from normal clothes. It is a bit tidious and tanks my good price all the time just because I want to export luxury clothes or furnuture.

Same goes for explosives and so on, I feel like I need to build much more factories to make explosives and get useless products in between. Splitting these off and making one or two a resource requirement for the more advanced factories would increase trading management but would also allow especially for smaller nations to more easily specialist.
 
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Bshepp

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Probably too late for this update but using the Religious Families of CK3 and adding one more law would be an interesting option.
If I'm not misremembering Buddhist faiths already have two traits (Buddhist and Eastern), at the moment this changes nothing since passing Freedom of Coscience will accept all Eastern religions which contains all branches of Buddhism.
Probably true. But I'm just trying to get it on the Devs radar. If they work it into the next patch thats fine.
I actually didn't know Buddhism had an Eastern trait. But thats a great start, all the devs would have to do is add a heritage Traight to the other religions (like giving shinto eastern too) and than having a cultural exclusion law only for religion.
 
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Ugh, great, just the opposite of what I wanted.
 
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Leoreth

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Because it would introduce an absolutely insane amount of micro to manually set sliders of PM distributions on individual buildings.
I agree with this, however it would be nice to see some kind of acknowledgement that PM settings on individual buildings already require an insane amount of micro, sliders or not. Improvements to the building interface are sorely needed.

I am also disappointed that after all the conversations around messages and notification spam - including an acknowledgement that the scope and complexity requires player customisation - the best we get is "we changed how notifications work it will be less spammy this time, trust us". When that is the exact promise we have been given in previous patches already.
 
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Not for 1.2, but splitting out Vineyards into its own Plantation-type building is something we're looking into for the reasons you mention.
In General it is a Problem that half of the goods can not be produced on their own. This makes balancing the outputs extremely difficult. Maybe a Productionmethod that only produces the secondary output would be a good idea?
 
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Anonim97

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Because it would introduce an absolutely insane amount of micro to manually set sliders of PM distributions on individual buildings.

We're considering different solutions to the industrial good output substitution problem long-term, but at the moment balancing the system we have is better.

Maybe instead of "pure sliders" we would get a "slider with different levels"? As in if the building has multiple outputs you decide how much production should go for each output - be it 0, 20, 40, 60, 80 or even 100%.

I think it would be nice compromise between the lack of control that is now and the absolute micro hell that full sliders would be.
 
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Aloraand

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Tech queueing, yes. Multiple battles per front was added as an experiment in the Game Jam and will not be turned on by default, as it introduces complications with the design (e.g. more generals = more win, which is not a dynamic we want). We all want multiple battles per frontline to be a thing and remain committed to trying to solve these design problems. In the meantime, you can try out multiple battles for yourself by changing a define in the configuration files, or installing a mod that does it for you.
Could you also add a define to remove the limitation of one general being able to fight in only one battle? That would solve the more generals to win issue and could be fun to play around with.
 
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Gui10

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Could you also add a define to remove the limitation of one general being able to fight in only one battle? That would solve the more generals to win issue and could be fun to play around with.
I have had the curious situation that, when two opposing generals push the front at the same time, both of them end up as the attacker and defender in two separate but simultaneous battles. I didn't get around to reporting it as a bug though ><.
 
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Burma Jones

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Do you mean "can we just get tin soldiers/cardboard chits we can push around the map?" If so, then no, we can't.

If not, then you'll need to be clearer, because it seems like most people who say that mean "I want tin soldiers / cardboard chits to push around the map".
Clearer about what? CONTROL over the military? Like actually being able to choose where generals and units go rather than hoping AI does the thing you want?

No idea what makes you so insecure about other players wanting to actually control their own armies in a strategy game but trying to be purposely obtuse and belittle others isn't going to make you feel better about yourself.
 
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Clearer about what? CONTROL over the military? Like actually being able to choose where generals and units go rather than hoping AI does the thing you want?

No idea what makes you so insecure about other players wanting to actually control their own armies in a strategy game but trying to be purposely obtuse and belittle others isn't going to make you feel better about yourself.
President Abraham Lincoln would like to have a conversation with you about the - control - over - the - military. ;)
 
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