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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!

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It's nice to see PDX embracing Open Betas for nailing over more bugs and innately avoiding the PR fiascos associated with *particular* patches of *particular* titles.
 
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There are a lot of UI mods that need to be made native. Some of of them are just infuriating. Not knowing infrastructure needs in regions you want to build railroads in, not knowing tax capacity in regions you want to build government administration in, having no idea what staffing levels are when you build factories, no alerts when market access almost falls to dangerous levels sparking a famine, most of the relevant info for things in the outliner not being there from the interest group of generals to the actual clout and happiness of IGs, no idea which of the hundred diplomatic action recipients will say yes, not being able to set tariff levels from the trade route UI (which is incredibly chunky for little benefit), not seeing the actual total resource use and conversion rate from the production method UI, no staffing or profitability info from the grid view (or infrastructure and tax capacity), no way to easily see or change resource production from the resource info screen, no top bar info about research or whether you could generate more RP with more universities or if you've hit the cap, the top bar also doesn't have prestige, legitimacy, convoy info, fleet/battalion info or infamy, sorting is hardcoded so even if someone makes a mod that lets you see unemployed in the building screen you can't sort by it or combine it with peasant info, essential info is trapped in the "current situation" icon, no way to see most pop details in aggregate, the small building icons next to the clock cause huge lag issues, really important info is in pop ups that go away on their own but isn't in the corner notification section, even the building tab doesn't tell you anything about the staffing levels or gold reserves of the regional factories you're managing from that screen, the military tabs are extremely chunky with a lot of redundant clicking, having no idea why you can't do a diplomatic play since invalid ones are simply hidden, and info about who is in interest groups and why and what's affecting it is spread out way too much.
 
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Sounds pretty good, especially strategic objectives! Nice to see that feedback was heard.
I assume improvements in AI can lead to a bit better world balance, like, russia not imploding in every game anymore?
Absolutely, but every change we've made to AI or balance could also lead to worse world balance, which is a big reason why we feel the beta is so important!
 
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Great changes! And will the techs queue and more battles per front be added in 1.2, as mentioned in game jam dev diary?
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.
 
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I'm looking forward to the trade rework (both the mechanics and the UI).

The big gap in the list of changes is any changes to how IGs work (other than how they group into parties). Plus no simulation of horses in the game (pre railway techs just need labourers, but don't need extra food or anything for animal based transportation).

Interestingly 3 beta releases, at 2 per week sounds like the beta will be going for 2 weeks or less than half the time until the next patch.
Exact dates of the subsequent releases aren't confirmed but we're actually aiming for 1 / week, with a longer period between the last beta update and the live release. The reason for this is because we need to freeze the build for final testing a bit ahead of release.
 
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I am a little concerned I haven't seen anything about making it less of a chore to manage a nation with thousands of construction points, or to make it so outnumbering your enemy on a front means you outnumber them in battles - those are the main game issues for me.

Fingers crossed they've been worked on but not mentioned, or they're made better by other changes.
We're working on the balancing of battles right now actually - changes should be in for the second beta release - and numeric advantage is one of the things we're tweaking and balancing.

Managing a nation with large amounts of construction will be made easier naturally due to Autonomous Investment. We're also introducing a quality-of-life feature that help you manage production methods in recently conquered or recovered states.
 
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Out of curiosity, is there any chance that you could add vineyards as a new type of plantation that only produces wine?

Keeping up with the price of wine always results in me building an absolutely absurd amount of wheat farms all set to wine production, and that always ends up absolutely tanking my price of wheat. I'll regularly have wheat over 10% below market price while wine is 20-30% above market price. It's personally rather confusing to me that there are special, separate plantations for tea and coffee, which are entirely luxury drinks, but not for wine, which is also a luxury drink.
 
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How much of the content in this journal will be implemented in the game in the beta version released on February 8th?
All of it. It may be a little rough around the edges, which is what the beta is for, but everything listed in the image posted will be in the beta on Feb 8th.
 
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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.
 
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Regarding migration, have you considered making it so that cultural migration only causes emigration in homelands of that culture? It's very odd when, for example, an Afro-American migration caused by turmoil in the USA results in Afro-American pops living in Canada migrating to Haiti.
A number of changes along these lines have been made to the mass migration mechanic in 1.2 actually, yes.
 
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Out of curiosity, is there any chance that you could add vineyards as a new type of plantation that only produces wine?

Keeping up with the price of wine always results in me building an absolutely absurd amount of wheat farms all set to wine production, and that always ends up absolutely tanking my price of wheat. I'll regularly have wheat over 10% below market price while wine is 20-30% above market price. It's personally rather confusing to me that there are special, separate plantations for tea and coffee, which are entirely luxury drinks, but not for wine, which is also a luxury drink.
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.
 
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Does mods will need an update for the tech tree update or will the game adjust automatically new modded techs to the new interface?
The game should adjust the tech trees accordingly! Our tech trees aren't always the easiest to parse visually compared to other games that custom craft them (something we're hoping to improve on eventually), but the benefit of them is that you can add any tech in anywhere and the tree will automatically adjust.
 
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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.
A bit disappointing to hear that it's not in 1.2, but I'm equally glad to hear that it's on your radar and something being looked at. Thank you!
 
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This is like 5 patches in 1.
 
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This sounds awesome, all of the changes!
And perfect that you make an open Beta too, it will help all of us - the impatient on our end and the bugfixers on your end! :D

Also nice to see a lot of Dev responses in here, communication is so important to take the notorious whiners the reason to make yet another "I'm disappointed" post in the forum.
 
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It's using post-trade market prices now, so will be operating on the exact same basis as local industries.
Hold up, didn't you guys said in a DD that you made it the average between pre and post trade prices because using post-trade prices didn't play well? What changed? Did you guys managed to iron out those issues in another way?
 
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A few things to improve the game:
  • Weaponry should be unique to each country and default to non-tradeable. It should be tradeable, but not by default. I've had enemies import guns from me - again silly.
Regarding this point in specific, you need to remember that an open economy has no power to enforce absolute control over international trade done by autonomous agents, besides protectionist policies (which not only are limited but also haven't been working properly so far due to the strange trade route prices and profitability calculations, but that should be solved by 1.2). If you really want to avoid any conflict of economic interests between pops and the State (or 'der landgeist', whatever suits you), you should abstain from participating in international trade, that is, going for a closed economy, a glorious self-sufficient hermit kingdom.
 
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