Darkest Hour - Dev Diary #33 - Patch 1.04 beta

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Hello dear players and welcome once again to a new Developers' Diary for Darkest Hour!

It's been a while since the last DevDiary and now it is time to update you on what is going on with the development of Darkest Hour.
Well, the good news is that a new patch is ready! In fact, today (if nothing goes wrong) we're going to release patch 1.04 as beta (EDIT: you can find it here). Hopefully, if we receive positive feedback, after a few weeks/months we should be able to release it officially.
Now, time for the bad news. The bad news are that this patch took longer than we wanted and it doesn't contain all that we wanted it to have. In the past year a few members decided to leave the team or to considerably reduce their involvement, with an almost crippling effect on some areas of development. However, after the official release of patch 1.03 on Steam, Gamersgate and other retail sellers in January 2014, those of us who remained regained some of their entusiasm and started working harder on the game. So, don't despair, even if this past year was hard for the team, we are still working on Darkest Hour and we plan to keep working on it, at least for another little while.

And now, it is time to give a reduced list (we can't list them all!) of the improvements and bug fixing that will be introduced by the new 1.04 patch:
  • many ministers and cabinet fixes, especially for 1933 scenario (a special thank to bestmajor and eeeex for their detailed bug reports);
  • added a few tech teams here and there (Switzerland now have a TT for mountain training), plus modified the components of other tech teams where it made sense (now UK will have better matches for its doctrine path);
  • new events for suicide of Hitler and choice of successor;
  • new event for Germany to Repudiate the Locarno Treaties after the Remilitarization of the Rhineland;
  • new events for Germany to release the Reichskommissariats in the East after the Bitter Peace;
  • new Finnish and Soviet events to handle the Moscow Armistice;
  • reviewed the decisions Meeting at Hendaye, Meeting at Montoire and German Diplomatic Offensive, with new decision tooltips that explain the different choices and their consequences; improved event General peace treaty in Europe;
  • a few fixes and improvements for unit models, especially for those new units and brigades introduced in 1.03 (like amphibiours tanks);
  • expanded list of armynames, navynames and airnames (thanks to the Expanded armynames/navynames/airnames Mod by Fürstbischof);
  • it is now possible, for main countries only (those who appear in the main selection list, without right-clicking), to have their flag and names redefined at scenario start (so this must be copied from country specific .inc files to main scenario .eug files); saved games will also show the correct flag and name for countries in the main selection list;
  • new ETA tooltip for units (just select a unit and place your mouse over a different province to see the tooltip with the Estimated Time of Arrival);
  • new distance tooltips (both naval distance and air/land distance) between provinces (just select a province and place your mouse over another province to see the tooltip);
  • allowed TAG specific experience symbols on divisions plates (gfx\interface\experience_star_TAG.bmp) - this will make the users of the Country Specific Experience Stars Mod happy; ;)
  • major overhaul of weather and night attack and defense modifiers for air units to ensure consistency between unit types and resolve issues in combats where the "attacker" gets worse modifiers most of the time.
  • in convoy combats convoy transports are substituted with transport and convoy escorts are substituted by destroyers; the combat logic has been improved and moreover we decided to add a chance for each added escort to convoy battles to be an Escort Carrier instead of a destroyer (only when this unit type is activated for the country); this chance is a new misc.txt parameter;
  • we improved the logic of nuke damage to units, with new misc.txt modifiers: damage to units multiplier, max STR damage (as percentage of current STR) to friendly units, ORG damage (as percentage of current ORG) to friendly units in province and ORG damage (as percentage of current ORG) to enemy or neutral units in province;
  • we've added a lot of new (previously missing messages) dealing with combat casualties: attrition losses, AA losses, convoy combat losses, nuke damages losses, carrier strike on port losses (note: these losses were already tracked by the casualties tracker, but there was not a proper pop-up message)
  • we've also exported a few more combat modifiers to misc.txt and changed a few of the existing once (to achieve a better combat balance);
  • reviewed Organization Regain system: the new system will be fully moddable from misc.txt!
  • added "Disengage from combat" checkbox to some naval missions (convoy raiding, move, sneak move, sea transport and amphibious assault): such fleets will break off naval combat ASAP without player intervention;
  • on the other hand, fleets during amphibious assaults will be instantly detected by air and naval units searching the area for enemy fleets;
  • many improvements to combat logic, with many new modifiers exported to misc.txt;

ldu65TV.png


About the 1914 scenario and the Russian Civil War: we are always working on it, but now one of our main contributors is busy with real life, so the work will proceed at a slower pace from now own. That doesn't mean that you won't find new content in this patch. On the contrary, there are lot of interesting new events and event chains:
  • new complete event chain for the Finnish Civil War, with the struggle against the Finnish Socialist Workers' Republic, the Regency of the German King and the Baltic Sea Division of Rudiger von der Goltz;
  • new events to let Germany handle the conquered territories post Brest-Litovsk Treaty: United Baltic Duchy, Kindgom of Lithuania, Regency Kingdom of Poland, Belarusian Democratic Republic and Ukranian State;
  • new events for Austria-Hungary and Bulgaria to decide the future of Macedonia, Montenegro and Albania after winning the Great War;
Morever, we started a review of the White Movement in the RCW. For now, we decided to model the first revolts as simple rebellions. So instead of having the Samara government, the Provisional Goverment of Siberia and the Provisional Government of Autonomous Siberia appear as separated entities, they start as rebellions and then they appear as the historical unified Ufa Directorate (where those three entities decided to fight together).

aH5Xjct.png


About the Chinese and Japanese Theater, there are dozens of new events for the 1933+ scenarios (in particular a complete overhaul for the 1933-1937 period), including:
  • Sino-Japanese clashes, treaties and agreements;
  • Chinese reforms, the Nanjing Decade and the Sino-German Cooperation;
  • the end to the Warlord Era, the end of the Chinese Concessions and other Chinese territorial claims;
  • the war in Xinjiang and the First East Turkestan Republic;
  • the Nationalist Encirclement Campaigns and the Long March, which will now be an event-driven mini-game where you have to lead your troops to safety (as the Communist) or trying to bleed the enemy to death (as the Nationalist);
  • complete review of Nationalist China and Communist China ministers and tech teams (leaders have not been reviewed yet); the starting cabinet in 1933 and 1936 scenarios have been updated as well;
  • complete revamp of Chinese and Japanese Orders of Battle in the 1933 and 1936 scenarios to be historically accurate;
  • new countries such as the East Turkestan Republic and the East Hebei Autonomous zone have been added along with historical cabinets;
  • the Chinese Warlords now have new flags inspired by TRP: they are variations on the Nationalist flag as historically they flew the Nationalists banner; the puppet Nanjing-China now uses the historical flag which is a Nationalist flag with a yellow triangle and text above it;
You can find more details in the second post of this thread!

ylZ9tnd.png


Finally, we kept improving the debug system (which, let me remind you, you can enable by changing the appropriate value from 0 to 1 in DH\settings.cfg), adding new checks and warnings. Moreover we decided to remove the old (from HOI2 times!) and useless debug message "Event number X maybe lost !" which was only confusing. I am sure this will be greatly appreciated. :D

There are also a few new triggers and commands:
  • expanded the waketeam/sleepteam commands so that tech teams can be set as dormant and wakened/slept in a better way (instead of the old behaviour that changed starting/end years);
  • added new trigger alliance_leader which checks if a country is leader of one of the main alliances (or any alliance);
  • added new command remove_units to remove units of a country from province, area, region or continent; command applies to deployed units, units that are redeploying to or loaded on planes/ships at the target area; units loaded on removed transport vessels will be redeployed to the capital;
  • improved damage_division command – added support for named divisions;
  • improved add_division command – added possibility to set initial strenght for unbrigaded divisions;
  • improved inherit command with "when" setting to define rules about annexing player controlled countries;
  • expanded setflag and local_setflag commands and – added support for setting integer value too + expanded flag and local_flag triggers with <, <=, =, >= and > comparator options against a fixed value
  • expanded end_access command so that it can end received and not only granted military access;

A complete and more detailed changelog can be found at the third post.

That's all for now. We hope you'll appreciate our work on the new patch.
 
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And now a more accurate description of the changes to the Chinese and Japanese theater by Limith!

The major focus of this patch for the Pacific theater was the 1933 scenario.

Japan
For Japan, the main question for the player is whether to attack the Soviets or the Chinese. Historically after the Marco Polo Bridge incident, many still believed that China was a side show, and that the main threat was the Soviet Union. While the decision of whether or not to attack China was too late by the 1936 scenario, it is still possible to ally with China as the Japanese and attack the Soviets. The rivalries between the Imperial Japanese Navy and the Imperial Japanese Army have not been modeled as I am not an expert on the topic. A new event called the 'Five Ministers Conference' has been added where you can decide the future of Japan.

Attacking the Soviets
There will be two options to attack the Soviets. One involves the Five Ministers Conference which opens up a chain of events with the Russian Emigré joining the Japanese side if the war with the Soviets goes well and a new Japanese-Soviet peace event. The other involves the Soviet Invasion of Xinjiang. Both options may not be available depending on how history plays out, as you may end up with a Communist Chinese threat before you are ready to attack the Soviets, or the Nationalist Chinese may choose to let the Soviets take Xinjiang. On the plus side, if you choose to attack the Soviets, you won't have to deal with Pearl Harbor.

Attacking the Chinese
China during this period attempted to unify and modernize the nation. Therefore, the best way of destabilizing China in preparation of its invasion is to support factionalism in China. You can choose to push the Chinese as historically occurred through a series of incidents, increasing their dissent or even provoking war. But beware of the possibility of an ahistorically early unification of China. If you do manage to keep China to her historical development, you will notice some changes to how the opening salvo of the Second Sino-Japanese War goes. Aside from the Order of Battle Change, you now also control Shanghai, which for all intents and purposes fell under Japanese control in 1931 during the 1-28 Incident. Furthermore, China's new Order of Battle has the majority of her divisions locked at the start of war. These divisions represent minor warlord units that did not answer to Nanjing. They will be unlocked a short while after the start of the war (or any war against a major country to prevent exploits), so you will have the opportunity to rush those divisions, encircle them, and hopefully destroy them. Another change is the addition of a "Nationalist Army Shatters" event as historically the Nationalist Army did shatter. For a short period of time early on in the war, you will have an advantage against the Chinese as their army reforms. Further changes are planned for the future regarding balance in this theater.

Miscellaneous
The old partisans in Northeastern China events have been removed from CHI. Instead, Manchukuo starts with claims on her territories instead of cores. As her Japanese overlord, you will be in charge of pacifying the remaining resistance, allowing Manchukuo to gain cores. You can even choose to be nicer to Manchukuo than history.

China
Modernization
The Nanjing Decade refers to the period between 1927 and 1937 which saw a relatively strong central government under Jiang Jieshi take hold in Nanjing, while central authority remained weak in areas outside of the immediate capital region. The Nanjing decade saw rapid development of the nation. Industrial output doubled, logistics quadrupled, and educational investment increased eight fold. A key goal for a Nationalist Chinese player is to modernize taking advantage of generous IC, Infrastructure, and Research bonuses. You will need to be careful in managing this growth as you start off barely able to supply the vast, but outdated, armies under your control, with a majority of those not even loyal to Nanjing! If you engage in war against any major power, you will end the Nanjing Decade. When Japan chooses to provoke incidents in the Northeast, do you back down, buying more time to modernize, or do you wage war?

Encirclement Campaigns and the Long March
With regards to the Communists, the 4th and 5th Encirclement campaigns are now modeled in game. As both sides, you have the option of unifying China early. Or, if you fail as the Communists to win against the Nationalists early on, a new event driven minigame has been added to simulate the Long March. The Communists will start with the historical amount of Communist stragglers and attempt to reach Shaanxi. Each turn, the Communists have the option of resting or moving to a new province. The Nationalists will have the option of defending a neighboring province of where the Communists are or attacking their current location. Depending on the Communist exhaustion and both sides decisions, a certain amount of communist stragglers will be killed. To prevent cheating, the communist decision of where to go is not included in the action name but instead shows up on the tooltip for the player. This minigame has been balanced such that it is possible to win as both sides.

Unification
A generic unification event chain has been added to aid the AI and any players who wish to unify China. This can only be taken if the Communists or Nationalists manage to defeat the other. For foreign nations which have concessions in China, relations with a 're-unified' China are now important, as relations does affect the AI's decision to press claims or even seize your territory. Similarly, China's relations with foreign powers affects how likely a foreign power is going to return territory peacefully, or declare war if seized by force.

Other
The Soviet Invasion of Xinjiang has been added as a major flashpoint which can lead to an early war between China and the Soviets. Some flavor events have been added as well. Feedback on balance between the Chinese and Japanese in the Second Sino-Japanese War is welcome. Sino-German Cooperation Pact has been added as well.

I would like to also thank contributors from the forums (like Dwaine, Kaiser Franz, nexus0328) for their help researching OOBs as well as creating the ahistorical Japanese attack on Soviets event chain. For modders, you will find that the new ministers and tech teams may be applicable for your mod as well. There are many dormant ministers and tech teams with comments about why in the scenario files, so make sure to check those to ensure your scenario has the proper ones enabled.
 
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And this is the complete changelog!

Darkest Hour 1.04
(Changes since patch 1.03)

Engine changes:

Fixed bugs

Code:
1. Fixed a bug with Expeditionary Forces changing country permanently upon save and reload.
2. Fixed a bug with doctrines currently in research on country TAG change or when a team is returned to home country when "Tech Team takeover" option is enabled. If a land doctrine that disables another land doctrine is under research, the research progress is lost (have to reselect), but the other research option (branch) does not get unlocked even though the technology which disables it is not yet researched.
3. Fixed foreign teams not researching anything, but in the active teams list not removed from it on home country liberation
4. Fixed a bug with missing tech teams on TAG change when "Tech Team takeover" option is enabled and tech teams for the new TAG are currently in another country.
5. Fixed a rare display bug in combat casualties’ report (country with more then one entry in the list).
6. Fixed a bug with air units targeted by friendly AA guns when bombing retreating enemy units in the same province and also doing damage to buildings in the province.
7. Fixed a bug with ministers’ modifiers to land and air brigades where only effects of the first brigade are applied to the unit.
8. Fixed a cosmetic bug with incorrect attrition losses logged for countries. 1.03 RC1 bug
9. Added an extra validation on brigade attaching to units to fix some rare issues or exploits.
10. Fixed a bug with countries that share only impassable borders still reported as land connected.
11. Fixed bugs with increase/decrease of serial builds or order of new builds of Nuclear reactors and Rocket test sites in some situations.
12. Skip end combat AI check for air or naval combats that cannot be terminated yet.
13. Added missing post battle messages for air combats that end in a draw.
14. Fixed an issue with starting naval combat range calculation favoring defender’s preference in most cases.
15. Fixed a bug with Fleet positioning in naval combat calculation caused by improper use of 2 misc.txt modifiers (Fleet size and Fleet composition modifiers).
16. Fixed issue with some naval missions availability when path from target province to naval base is blocked by enemy controlled strait even when the fleet is currently in open seas and should not be blocked.
17. Fixed a bug with military controlled AI fleets disengaging on their own from combat.
18. Fixed a bug with military controlled AI armies disengaging on their own from combat.
19. Fixed issues with military controlled AI fleets starting missions on their own.
20. Fixed a bug with military controlled AI fleets rearranging on their own when in port.
21. Fixed a cosmetic issue with Casualties Report Style 1 when only controlled by the player foreign units are attacking (switched columns so taken casualties to be in red and inflicted to be in green color).
22. Fixed missing messages when military controlled country losses convoys or when military controlled fleets detect or sunk enemy convoys.
23. Fixed issues with invalid army orders (time menu) when multiple land units are selected and some of these are currently in combat like:
	- only orders to the current or to adjacent provinces can be passed to land units in combat;
	- only orders to friendly provinces can be passed to units in combat;
	- only None, Anti partisan duty and Reserves missions are passed to only attacking land units (effectively stopping the attack);
	- Move (attack) for defending units is ignored if ordered to the current province;
24. Fixed a bug with country specific unit model icons not updated on country TAG change (save/reload was required).
25. Fixed issues on country liberation and/or puppeting like units in seceded provinces temporary remaining out of supply.
26. Fixed incorrect flag on some places (like trades list) when using custom country flag set by flag_ext command.
27. Fixed incorrect flag on some places (like trades list) when country changes TAG after a successful coup or by event.
28. Ignore invalid orders (time menu) when multiple units are selected for any unit(s) in the list that cannot do the mission.
29. Tweaked flag_ext command execution.
30. Fixed incorrect flag on scenario selection for countries that use non-default flags (changed by flag_ext command or preset in scenario).
31. Fixed incorrect name on scenario selection for countries that use non-default name (changed by name command or preset in scenario).
32. Fixed a bug with max_strength cap on units removed on unit upgrade.
33. Fixed a cosmetic issues on equipment report style 3 for units with max_strenght cap (incorrect value of less items)
34. Fixed rare stability issues with some event commands working on a random province (revolt, province_revoltrisk, province_manpower, province_keypoints, add_prov_resource, construct).
35. Fixed some event commands that work on random owned province to check current province controller too (revolt, province_manpower, province_keypoints, add_prov_resource, construct).
36. Fixed ignored prioritize, reinforce and upgrade unit settings for divisions in redeployment.
37. Fixed issues with air units left based in neutral provinces (after peace or secede command). Those will not be auto redeployed to capital if it has air base anymore (old behavior), but to the closest controlled airbase (new behavior) or the air unit will be disbanded and all air divisions will be returned to the deployment pool (with 7 days delay) for future deployment (new behavior). 
38. Improved deployment logic of air units redeployed from seceded provinces when deployment target is no longer valid (not controlled by the country or with no air base). Such units will be deployed to the closest air base instead to a random one (old behavior) and if no air base is found the deployment will be canceled leaving all air units in the deployment pool for future deployment instead of deleting them (old behavior).
39. Fixed secedeprovince, secedearea and secederegion commands to not remove units owned by the country that secede provinces from seceded provinces as this is both redundant (there’s logic that takes care of that on the next game hour) and buggy (as this worked only for land units and air units if the capital has air base and also destroyed units’ structure – name, settings, leader).
40. Fixed a bug with unit teleport to previous move target after redeployment in some cases – clear mission and scheduled moves on redeploy.
41. Allow trade of controlled only provinces with province owner (fixed a bug where taken from rebels allied province cannot be returned by trade to its original owner).
42. Fixed issue with missing current/max size tool-tip for province buildings if selected province is out of supply.
43. Fixed issue with Ground Attack air mission not working for Air unit’s base province (for targeting retreating enemy army for example).
44. Fixed issue with movement time calculation for invalid neighbour provinces in case for impassable connection (land units) or different sea zone (for fleets when moving to port from a sea province or vice versa).
45. Fixed issues with texts for some triggers when used for current country (data = 0 or no data used) – capital, core, claims.
46. No MP from destroyed divisions is returned to the MP pool anymore.
47. Fixed CTD in battle scenarios or on custom maps when province with ID 399 is not used or is not land and there’s at least one province controlled by rebels. The first valid province ID for the map is assigned as capital to rebels now.
48. Removed exploit with allowed direct unload of troops from transports at sea to friendly provinces with no beach or port.
49. Removed exploit with allowed direct load of troops to transports at sea from friendly provinces with no beach or port.
50. Fixed issues with land units losing their retreat state in some situations (like after flag_ext command or when unit is given as EF to another country etc.).
51. Fixed a bug with released countries having all secret techs available for research.
52. Fixed a bug with slept decisions still listed in available decisions list.
53. Fixed a bug with alliance command – join to an empty major alliance should work now.
54. Fixed issues with center map to a province functionality (Goto buttons or events history) which didn’t worked properly for some provinces. 
55. Fixed an issue with air units using surface defense value instead of air defense while attacked by enemy carriers.
56. Fixed an issue with max infrastructure damage done by nukes (it was limited to 0.2 remaining infrastructure, changed to 0.1).
57. Fixed an issue with ferocity = yes AI parameter not preventing the country to make peace offers, but only to accept those.
58. Fixed an issue with inherit command not being available in events shown for clients in MP games and even preventing events from firing in some situations (one action event with this command only).
59. Fixed invalid sprite animation while paratroopers are bombed by enemy planes (paratroopers shown as if being dropped).
60. Fixed an issue with "Combat events duration in hours" misc.txt modifier not applied in all situations (keeping the default 8 hours duration)
61. Removed irrelevant (0%) terrain combat modifiers text from unit tool-tip during bombardment.
62. Added missing combat icons on battle panel for some combat modifiers during bombardment.
63. Ignore terrain combat modifiers for Port Strike and Carrier strike on port missions.
64. Fixed invalid combat mission icon on combats list for carrier fleets doing port strike and airbase strike missions – proper bombardment icon will be used instead of the air combat one.
65. Use Naval Bombardment instead of Naval Combat post battle message type for carrier strike on port missions.
66. Fixed missing province name and invalid Goto position on message about destroyed on fleets and transport planes land units.
67. Fixed an issue with province AA firing twice per round while defending ports against attacking carriers and bombers.
68. Added logic that instantly kills land units left in sea provinces without transports (previously such units stayed in the province slowly dying by attrition). The check is run once per day at midnight.
69. Reduced AI movement time to 1 hour from land province to transports at sea or from transports at sea to friendly controlled land provinces. Fixes issue with AI vulnerability during load/unload as this is the primary way for AI to transport units oversea.
70. Fixed issue with Ground Support air mission not working for Air unit’s base province (for targeting retreating enemy army for example).
71. Fixed issues with Ground Attack air mission not respecting mission restrictions (day/night/str/org/start and end dates/weather/out of fuel etc.) when attacking enemy units in Air unit’s base province.
72. Carriers (CV and CVE unit types) with no CAG type brigade are no longer allowed to participate in carrier strike on port and airbase missions.
73. Carriers (CV and CVE unit types) with no CAG type brigade are no longer considered as CV units in naval combats.
74. Allowed any naval unit type with CAG type brigade to act as carrier in naval combats.
75. UI - disable "Create Resource Convoy" button when "Auto - Create/Destroy Resource Convoys" setting is enabled.
76. UI - disable "Create Supply Convoy" button when "Auto - Create/Destroy Supply Convoys" setting is enabled.
77. UI - disable "+" and "-" buttons for manual maintain of convoy transports and escorts when "Auto - Maintain Convoy Transport/Escorts" setting is enabled.
78. Clear old mission of land units ordered to move to transport ships at sea. Fix for a bug with Support Attack mission preventing the unit to move to ships.
79. Fixed game crash when land unit is incorrectly ordered to move to sea province on click over port icon instead to the land province where this port belongs.
80. Check and cancel no more valid missions for player controlled units.
81. Units not using supplies are no longer receive out of supply penalties when they are in not supplied area.
82. Fixed a cosmetic issue with daily ORG regain displayed on org. bar tool-tip even when the unit is at full org. (rounding issue)
83. Suppressed redundant strategic bombardment losses message after using nukes
84. Fixed a bug (or a feature of HOI2 that was supposed to fix exploits) with setting to 0 ORG of units on previous ally territory when this ally becomes enemy (for example when it switches sides in war by event) resulting in instant destruction of those units because they appear on enemy territory with no ORG remaining.
85. Fixed an issue with Transport AI selection of land and sea provinces from where to load units. Now it will select only land provinces with a proper sea zone (port province) defined (same rule as for players).
86. Fixed issues with transport AI looking for coastal provinces (land provinces next to a sea province) instead for land provinces with a sea zone defined.
87. Fixed issue with transport AI keeping loaded fleets indefinitely at sea provinces next to no longer valid invasion or transport target (for example after a peace while the fleet already got the invade order).
88. Fixed various issues and exploits with moving armies from fleets at sea to land provinces (both for AI and player) or from land to fleets at sea. Moving to land province will be allowed only from the associated sea zone, and moving from land will be allowed only to fleets in that sea zone.
89. Fixed a bug with invalid default convoy air attack mission efficiency and availability set for countries (naval convoy attack mission parameters from misc.txt used instead).
90. Fixed a bug where player was allowed to order attacked land unit to retreat to a neighbour province with impassable border and in result the retreating unit goes through 1 or more extra provinces (including enemy controlled) to get to the retreat target.
91. Removed double use of leader skill in land units’ power calculation (used by AI to calculate attack/defence odds).
92. Fixed incorrect (reversed) unit power calculation with the new combat system (defence vs. vulnerability) used by AI to calculate attack/defence odds.
93. Added a new function to check if a country is player controlled that works in MP games too.
94. Fixed cosmetic bug (country specific MP changes were not accounted like increase/decrease of used MP or strength caps) with manpower requirements on Army/Navy/Air Maintenance Cost Statistic pages.
95. Added missing names for Escort Carrier (CVE), Light Carrier (CVL) and Rocket Interceptor (R Int) unit types to be used in unitnames.csv file instead of numbers. 
96. Fixed issue with master/puppet units not able to attack controlled by rebel provinces of the puppet/master when both are not allied too.
97. Fixed issue with serial builds of units ordered by event command all having the same name.
98. Fixed issue with improperly used amphibious combat penalty for units redeployed into friendly province with rebels.
99. Fixed UI issue for combats against rebels in the same province where the attacking unit is - invalid (0) command limit for attacker and over stacking combat modifier icon displayed.
100. Fixed CTD on giving orders of air units to attack areas or regions that has some provinces disabled (as in battle scenarios).

New features

Code:
1. Added "Disengage from combat" checkbox to some naval missions (convoy raiding, move, sneak move, sea transport and amphibious assault). Such fleets will break off naval combat ASAP without player intervention.
2. Fleets during amphibious assaults will be instantly detected by air and naval units searching the area for enemy fleets.
3. It is now possible to set custom name and flag for scenarios with the following rules:
	- Scenario files where a selectable country uses redefined flag/name should be updated
	- Only countries that are selectable by default can benefit from the fix. The rest (that are listed on right-click over a flag) still will use the default flag and country name, but that will be fixed on the next save if they are selected (so all countries in the main selection list will have proper flag and name).
	- Here's how name and flag are defined in scenario files (same format is used when saving a game too):
		FRA = { picture = "scenarios\data\propaganda_FRA_1941.bmp" flag_ext = _Vic name = VIC }
4. Allowed deployment of units to owned provinces connected to the capital through allied controlled territory.
5. Added distance (direct, air/land and/or naval) between provinces on tooltip on the map when a province is selected and ETA if unit is selected too.
6. Allowed TAG specific experience symbols on divisions plates (gfx\interface\experience_star_TAG.bmp).
7. Improved disputed national (core) province distribution between allies on enemy country annexation. Instead of the first country in alliance getting those, it will be the alliance leader, the master or the country that currently controls the province (in that order).
8. Changed damage_division command to not use MP pool when damaging (return part of the removed strength to MP pool) or repairing (take part of the added strength from the MP pool) a division.
9. Suppressed scheduling of slept events on scenario start or game load. Logged these in savedebug.txt when extra debug logs are enabled (level 2).
10. Messages with no text will no longer be logged to game history.
11. Added a pop-up message for air losses to provincial AA.
12. Improved convoy raiding message by adding losses information for the raiding fleet or air unit.
13. Added missing message after convoy raids when no convoy ships are sunk.
14. Added details on losses by nukes to nuke message shown for attacker and defender.
15. Show the permanent damage to province IC and infrastructure in the strategic bombing report after using nukes.
16. Improved nuke damage to unit logic as follows:
	- Do not delete entire units anymore
	- Always do damage divisions
	- Do not remove units from other combats
	- Limit damage to units to ensure that it will remain with at least 1% strength
	- Drop ORG of all affected enemy and neutral units by percentage defined in misc.txt
	- Damage unit loaded on transport planes too
	- Damage units loaded on transport ships too
	- Limit max damage to own/friendly units currently in the province by a new misc.txt modifier
	- Drop ORG of affected friendly units by percentage defined in misc.txt
	- Exported to misc.txt a modifier to the strength damage inflicted to affected units
17. Improved logic for post battle casualties report in style 1 to handle properly nuke bombardments.
18. Added chance (misc.txt) a convoy escort in convoy battle to be represented by a CVE instead by a DD (when CVE unit type is available for the country).
19. Improved combat capability check for naval units in combat.  Check air attack when bombed and naval attack in naval battles. Allowed transport to fire back if bombed.
20. Added a new string (UNIT_MAY_NOTFIRE;This unit can not fire in combat.) used when a non-transport ship cannot fire in the combat (no air attack against bombers or no sea attack against ships; there's a message for transports only that is used instead in this case).
21. Refined damage to units in combat logic to ensure that strength hit per round will be no higher then current unit strength. Set strength hit to current unit strength (effectively set strength to 0) if remaining strength would be less then 0.1 for better casualties tracking as such units will be deleted anyway.
22. Refined damage from AA to air units' logic to ensure that hit per round will be no higher then current unit strength. Set strength hit to current unit strength (effectively set strength to 0) if remaining strength would be less then 0.1 for better casualties tracking as such units will be deleted anyway.
23. Improvements to attrition to units function:
	- Do losses calculation on host only
	- Implemented low limit to damage that attrition could cause to units
24. Added detailed message about attrition losses to units.
25. Added detailed losses message when a land division is destroyed on transport ship.
26. Added combat event name and details tool-tip when hovering over the combat’s event icon on combats list.
27. Added air mission name and details tool-tip when hovering over the mission icon during bombardments on combats list.
28. Added detailed losses to message after carrier strike on port mission.
29. Show current losses from AA during bombardment in combat details.
30. Added a new pop-up message for AA losses after province bombardments shown for attacker and defender.
31. Added a new attrition message for severe attrition – when receiving attrition because out of supply or when remaining STR is less then 10 times "Lowest unit Str. for attrition losses." (misc.txt) or then 5 STR if this modifier is set to 0.0.
32. Added support for Â, Š, and â characters in unitnames.csv.
33. Added detailed losses message for killed/captured units.
34. Added detailed losses message after taking losses by a nuke dropped by neutral country (like when A drops a nuke to province of B while there are troops of C in the said province and A and C are neutral countries).
35. Improved logic for post battle casualties report style 2 to handle properly nuke bombardments.
36. Code optimization in combat end logic – do not gather losses details when these are not going to be needed for displaying
37. Improved post battle casualties report style 2:
	- Do not display headers for sides in combat that had no losses
	- Proper losses coloring when only player’s country units are taking or inflicting damage 
38. Exported and expanded modifiers for mission efficiency effect in combat to db\mission_eff.csv. Removed obsolete misc.txt modifier.
39. Allowed mission efficiency effect to be used in land combats (as defined in db\mission_eff.csv).
40. New optional OrgRegain functionality enabled in DH Full, with new values exported to misc.txt.
41. Implemented logic to return provinces currently controlled by one country, but owned by another non-enemy country:
	- If the owner country is not friendly to controlling country, the province will be returned only when it is not in a war zone (has a land link to enemy controlled province)
	- The above restriction is ignored if owner country is friendly (allied, puppet-master, same side in a common war) and province will be returned no matter if in war zone or not

New options in misc.txt

Code:
1. New modifier in misc.txt ("mod" section): 
	# Allow console cheats in multiplayer games: 0 - Disable cheats, 1 - Allow cheats
2. New modifiers in misc.txt ("combat" section): 
	- Land vs. Air - Org dmg lower limit - Air units attacking land units will stop receive ORG damage when ORG drops to or below this absolute ORG value	10.0 #10.0
	- Air vs. Land - Org dmg lower limit - Land units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value	10.0 #10.0
	- Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value	10.0 #10.0
	- Air vs. Navy - Org dmg lower limit - Naval units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value	10.0 #10.0
	- Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value	10.0 #10.0
	- Carriers vs. Bases - Org dmg per hour - ORG lost each hour by carriers while attacking naval or air bases	5.0 #5.0
	- Carriers vs. Bases - Org dmg lower limit - Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value	0.0 #0.0
	- Carriers vs. Bases - Str dmg - Increasing this will increase the STR damage inflicted by carriers to enemy units while attacking enemy bases [multiplier]	2.0 #2.0
	- Air vs. Navy - Critical hit chance - Chance for air units to inflict a critical hit (extra STR damage) to ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)	10 #10
	- Air vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]	10.0 #10.0
	- Navy vs. Navy - Critical hit chance - Chance for naval units to inflict a critical hit (extra STR damage) to other ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)	10 #10
	- Navy vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]	10.0 #10.0
3. New modifiers in misc.txt ("combat" section):
	- Nukes: Damage to units modifier. [(0.2 + rand[0.0 to 1.0]) * THIS * Nuke Damage Power]. [multiplier]	0.5 #0.5
	- Nukes: Max STR damage (as percentage of current STR) to friendly units (except for the bomber unit that drops the nuke). 0.0 - no damage to friendly units, 1.0 - take damage as any other unit. [multiplier]	0.5 #1.0
	- Nukes: ORG damage (as percentage of current ORG) to friendly units in province (except for the bomber unit that drops the nuke). 0.0 - no ORG damage to friendly units, 1.0 - 100% org damage [multiplier]	0.5 #1.0
	- Nukes: ORG damage (as percentage of current ORG) to enemy or neutral units in province. 0.0 - no ORG damage to affected units, 1.0 - 100% org damage [multiplier]	1.0 #1.0
4. New modifiers in misc.txt ("combat" section):
	- Convoy transports model in battles. 0 = use current researched TP model; -1 = use one level below current researched TP model and so on. Do not use fractions and numbers above 0!	-1 #-100(always use model 0)
	- Chance for each added escort to convoy battles to be a CVE (when this unit type is activated for the country) instead of a DD. Valid values 0-100.	10 #0
	- CVE model in convoy battles. 0 = use current researched CVE model; -1 = use one level below current researched CVE model and so on. Do not use fractions and numbers above 0!    -1 #0
5. Added a new message (CRB_ENCIRCLE_BONUS) used when encircled units receive combat bonus instead of penalty (this is defined in misc.txt).
6. New modifiers in misc.txt ("combat" section):
	- Daily attrition for Land units out of supply - Str. loss per day. Weather and terrain attrition add on top of it.	0.5 # 0.5
	- Daily attrition for Naval units out of supply - Str. loss per day.	0.5 # 0.5
	- Daily attrition for Air units out of supply - Str. loss per day.	0.0 # 0.0
	- Lowest unit Str. for attrition losses. Units with strength equal or lower then THIS stop receiving attrition damage. Values above 0.0 prevent unit destruction by attrition. [0.5 = 0.5 STR, 100.0 = 100.0 STR etc.]	0.5 # 0.0
7. Expanded a misc.txt modifier ("combat" section) with 2 new options (0.0 and -1.0):
	- Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier] when THIS > 0.0. Ignore this modifier when THIS = 0.0. Use it as multiplier [current org / max org] when THIS = -1.0.
8. New modifiers in misc.txt ("combat" section):
	- AA - Min inflicted ORG damage - starting value, it is modified before being used.	2.0 #2.0
	- AA - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!	2 #2
	- AA - Min inflicted STR damage - starting value, it is modified before being used.	1.0 #1.0
	- AA - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!	3 #3
9. New modifiers in misc.txt ("combat" section):
	- Carriers vs. Bases - Org dmg hit after bombardment - Carriers attacking naval and air bases will receive this ORG damage after every bombing run. Remaining ORG cannot be less then 'Carriers vs. Bases - Org dmg lower limit' (see above)	10.0 #10.0
10. New modifiers in misc.txt ("combat" section):
	- Naval bombardment [1] - Chance for attacking bombers to hit the most damaged ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions! 50 #50
	- Naval Bombardment [2] - Chance for attacking bombers to hit the best ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions! 25 #25
	- Tactical Bombardment - Chance for attacking bombers to hit the most damaged (for Ground Attack mission) or the most disorganized (for Ground Support mission), but still above 0 ORG land unit. Otherwise a random land unit is targeted. 100 - THIS = chance to hit a random unit. Don't use fractions! 50 #50
11. New modifier in misc.txt ("mod" section):
	- Disallow manual change of assigned transports and escorts to a convoy (to prevent player exploits, especially in MP games). 0 - Manual change allowed, 1 - Manual change disallowed. 0 #0
12. New modifiers in misc.txt ("combat" section):
	- Base chance of units attacked by province AA to avoid hit if defences left	#0.75
	- Base chance of units attacked by province AA to avoid hit if no defences left. #-0.01
13. New modifiers in misc.txt ("combat" section):
	- ORG regain [all] - Enable new ORG regain logic. Following ORG regain modifiers are used when this is enabled: 0 - disabled (old logic used), 1 - enabled	1 #0
	- ORG regain [all] - Morale effect. [1.0 + Morale * THIS]. Multiplier	0.01 #0.01
	- ORG regain [all] - Clear weather effect. Multiplier	1.0 #1.0
	- ORG regain [all] - Frozen weather effect. Multiplier	1.0 #1.0
	- ORG regain [all] - Raining weather effect. Multiplier	1.0 #1.0
	- ORG regain [all] - Snowing weather effect. Multiplier	0.8 #0.8
	- ORG regain [all] - Storm weather effect. Multiplier	0.8 #0.8
	- ORG regain [all] - Blizzard weather effect. Multiplier	0.6 #0.6
	- ORG regain [all] - Muddy weather effect. Multiplier	0.7 #0.7
	- ORG regain [naval] - Main modifier - higher this is, faster the ORG regain would be. Multiplier	0.5	# 0.5
	- ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier	1.0 # 1.0
	- ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier	1.0 # 1.0
	- ORG regain [naval] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier	0.0 #0.0
	- ORG regain [naval] - At naval base modifier. Used when in naval base. [1.0 + Port Size * THIS]. Multiplier	0.2 # 0.2
	- ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier	1.0 # 1.0
	- ORG regain [air] - Main modifier - higher this is, faster the ORG regain would be. Multiplier	1.0 # 1.0
	- ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier	1.0 # 1.0
	- ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier	1.0 # 1.0
	- ORG regain [air] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier	0.0 # 0.0
	- ORG regain [air] - At airbase Size/Units modifier. Used when in airbase. [1.0 Air base load (0.01 to 1.0) * THIS]. Multiplier	1.0 # 1.0	
	- ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier	0.0 # 0.0
	- ORG regain [army] - Main modifier - higher this is, faster the ORG regain would be. Multiplier	1.0 # 1.0
	- ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier	1.0 # 1.0
	- ORG regain [army] - Out of supplies modifier. Used when out of supplies. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative	1.0 # 1.0
	- ORG regain [army] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier	4.0 # 4.0
	- ORG regain [army] - Friendly soil modifier. Used when the unit is in province owned by a friendly nation. Multiplier	1.3	# 1.3
	- ORG regain [army] - In transportation modifier - Used for loaded on transport ships or planes land units. Multiplier	0.0 # 0.0
	- ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative (and not out of supply)	0.0 # 0.0
	- ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Multiplier	1.0 #1.0
14. New modifiers in misc.txt ("diplomacy" section):
	- Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.	30 #0
15. New modifiers in misc.txt (“ai” section):
	- Allow release of a new country if any of its provinces are in a current war zone (land connected to enemy province) for the releasing AI country. 1 - Allow the release, 0 - Do not release countries in war zones	0 #1
16. New modifiers in misc.txt (“ai” section):
	- AI unit power calculation [used to calculate attack/defence odds] usage of current STR and effective ORG in the calculation for land units: 0(old) - [(effective_ORG*3 + STR)/4], 1(new) - [(effective_ORG*STR)] 1 #0
	- AI unit power calculation [used to calculate attack/defence odds] - use current Ground Defense Efficiency in the calculation for land units: 0(old) - GDE not used, 1(new) - GDE is used as multiplier 1 #0
	- AI unit power calculation [used to calculate attack/defence odds] min ORG - return 0 power for any division with ORG less then THIS.2.0 #2.0
	- AI unit power calculation [used to calculate attack/defence odds] min STR - return 0 power for any division with STR less then THIS.	1.0 #0.0
17. New modifiers in misc.txt (“mod” section):
	- Include MP added by attached to the unit brigades in MP cost calculation for repair of damaged units. 0 - Disabled (unit MP used as MP cost base), 1 - Enabled (unit MP + MP for all attachments used as MP cost base) 0 #0
	- Disallow detachment or attachment of brigades to units that are not at least of THIS percentage of their max STR [0.0 - 100.0]. 0.0 - allowed to units at any STR, 100.0 - allowed only to units at max STR. Note: Applied to players only.0.0 #0.0
18. New modifier in misc.txt (“combat” section):
	- Land vs. Land - Str dmg limit - stop receiving STR damage once this STR limit is reached (prevent unit killing in land combat) and lose all remaining ORG instead. Set above 0.1 to activate (units with STR less then 0.1 will be killed regardless of this setting)	0.5 #0.0

Commands and triggers

Note: Check Modding documentation\event commands.txt for details.

Code:
1. Added a remove_units command to remove units of a country from province, area, region or continent. Command applies to deployed units, units redeploying to or loaded on planes/ships at the target area. Units loaded on removed transport vessels will be redeployed to the capital.
	type = remove_units which = [all/land/air/naval/division_type] [where = TAG/-1/-2] [when = 0/1/2/3] value = [prov_ID/Area Name/Region Name/Continent Name] # Remove deployed units of a country from province, area, region or continent
		which = all (Default) / land / air / naval / division_type				# Type or class of units to be removed
		where = TAG / -1 (current country – Default) / -2 (apply to all countries)	# Apply to units of the specified country
		when = 0 (Province - Default) / 1 (Area) / 2 (Region) / 3 (Continent)		# Zone type to apply the command to
		value = prov_ID (when = 0 or no "when" used) / Area Name (when = 1) / Region Name (when = 2) / Continent Name (when = 3)	# Where to apply the command
2. Added alliance_leader trigger: alliance_leader = { [country = TAG/-1(default)] value = 0(default)/1/2/3/4 } # Checks if TAG (or country in question if not specified or country = -1) is leader of any alliance (0; returns false if not member of any alliance too), Allies (1), Axis (2), Comintern (3) or a minor (4) alliance 
	alliance_leader = 0/1/2/3/4	# Check if current country is leader of an alliance
3. Expanded waketeam command with a new parameter: when = 0(default, old behavior)/1(do not change team start/end years but only make it dormant) 
4. Expanded sleepteam command with a new parameter: when = 0(default, old behavior)/1(do not change team start/end years but only clear its dormant state)
5. Improved damage_division command – added support for named divisions:
 	type = damage_division which = "Exact Name" value = [country tag] where = X # Damage a named division for a certain country. where = Percent of Max Strength. Negative value is strength gain.
6. Improved add_division command to allow creation of under strength divisions:
	type = add_division which = [name] value = [div type] when = model where = [brigade type / negative number] # Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool. If when is negative number, then a damaged unit will be created (when = -80 creates a division with STR = 20)
7. Improved inherit command with "when" setting to define rules about annexing player controlled countries:
	type =	inherit which = [tag] when = 0(default)/1/2/3 value = 1/0(default)		# This country inherits country Tag, [-1] for random. Value = 1 : country will receive all units and production queue too. 
		when = 0 (default) - old behavior (no player controlled country can be annexed by this command)
		when = 1 - Host could not be annexed in MP or SP games (in SP games this is effectively the same setting as when = 0)
		when = 2 - Host could not be annexed in MP games only (to avoid game stop for all other clients)
		when = 3 - Any player controlled country can be annexed
8. Expanded setflag and local_setflag commands – added support for setting integer value too:
	type = setflag which = [keyname] when = 0(default)/1 value = X (default value 1, 0 translates to 1 too) 		# Sets (when = 0) or modifies (add to current flag value, when = 1) a Global flag, visible for all countries. Value can be a positive or a negative integer (!) number. Flag value (set or calculated) can be from 0 to 32767.
	type = local_setflag which = [keyname] when = 0(default)/1 value = X (default value 1, 0 translates to 1 too)	# Sets (when = 0) or modifies (add to current flag value, when = 1) a Local flag, visible only for this country. Value can be a positive or a negative integer (!) number. Flag value (set or calculated) can be from 0 to 32767.
9. Expanded flag and local_flag triggers with <, <=, =, >= and > comparator options against a fixed value:
	flag = { which = [keyname] when = -2/-1/0/1(default)/2 value = X (default value 1) }	# True if the global flag exists and its current value is less (when = -2), less or equal (when = -1), equal (when = 0 or no when used), greater or equal (when = 1) or greater (when = 2) then value
	local_flag = { which = [keyname] when = -2/-1/0/1(default)/2 value = X (default value 1) }	# True if the local flag exists and its current value is less (when = -2), less or equal (when = -1), equal (when = 0 or no when used), greater or equal (when = 1) or greater (when = 2) then value
	Details on current flag value and operation are displayed on the flag tool-tip when extra debug logs are set to 1 (setting.cfg).
10. Expanded end_access command:
	type = end_access which = [country tag] when = 0 (default - end access we gave to [country tag]) / 1 ([country tag] ends access given to us)

Improved Error Logs

Note 1: For most of these checks to be activated you must set "Extra debug logs" in settings.cfg to 1 or 2.
Note 2: All errors are logged into savedebug.txt file in your game's root folder.

Code:
1. Removed a false error message ("Event number X maybe lost !") from savedebug.txt log.
2. Improved error checking - report invalid unit types used in unitnames.csv
3. Improved error checking of external DB files:
	- Check and report for missing or incorrect government position in minister files
	- Check and report for missing or incorrect start year in minister files
	- Check and report for missing or incorrect end year in minister files
	- Check and report for missing or incorrect retirement year in minister files
	- Check and report for missing or incorrect ideology in minister files
	- Check and report for missing or incorrect country TAG for leaders in leader files
	- Check and report for missing or invalid country color in db\country.csv file
	- Check and report for missing or invalid event ID entry in events
	- Check if Boolean event parameters (random, persistent, invention, save_date, all, one_action) are with valid value (yes or no) in event files
	- Check if Numeric event parameters (id, province, style, offset) are with valid value (integer number) in event files
	- Check and report for missing or invalid Area defined for province in province.csv file
	- Check and report for missing or invalid Region defined for province in province.csv file
	- Check and report for missing or invalid Continent defined for province in province.csv file (ignored for sea regions or areas)
	- Check and report for missing or invalid Climate defined for province in province.csv file
	- Check and report for missing or invalid Terrain type for province in province.csv file
	- Check and report for inconsistencies in Area/Region/Continent definitions for province in province.csv file
	- Check and report for invalid Month name or number used in Date records
	- Check and report for invalid date, deathdate and offset usage in events
	- Check and report for invalid Day number (should be between 0 and 29) in Date records
	- Check and report for invalid Hour number (should be between 0 and 23) in Date records
4. Added check and error report when there is Sea Zone defined for a land province with no port or beach (provinces.csv).

Modding Documentation Changes
Code:
1. Updated Modding documentation/Landdoctrines.xls with changes to Manpower doctrine.
2. Updated Leaders, Ministers and Teams tabs of Modding documentation/DH Full - Leaders, Ministers and TT IDs and conversion.xls.
3. Updated country names of Modding documentation/event IDS.csv.
4. Added leader traits for terrain and combat events bonuses to Darkest Hour/Modding documentation/Leader Traits.txt.
5. Added air_missions.bmp to "Modding documentation/Darkest Hour Mods Pack/gfx/interface/"

Event Changes

Darkest Hour Light/core

Code:
1. Fixed some issues (duplicated entries, invalid values, incorrect parameters, cosmetics) in events in DH core.
2. Fixed day (should be 0-29) for date records in DH Core event files and battlescenario event files.
3. Fixed day (should be 0-29) for date records in DH Light event files and battlescenario event files.
4. Fixed country TAGs to use capital letters only (jap -> JAP etc.).
5. Removed redundant "persistent = no" clauses from events.
6. Fixed trigger bug (invalid domestic freedom value) in DH Core db/events/ai_ger.txt.
7. Fixed issue with "German occupation of Denmark" event(s) in DH Core/Light.

Darkest Hour Full

Code:
1. Finnish Civil War
2. German Victory in WW1
3. Complete review of the White Movement in the Russian Civil War
4. Fixed trigger for first action in "USSR Great Patriotic War" to prevent its selection if GER does not exists (like after a TAG change) and also make this option available only on hard and very hard difficulty settings.
5. Removed TAG = { } lists from all equipment decisions
6. Removed TAG =  { } list from all generic events to make those available to all countries.
7. Fixed "Purge the Army" decision - it has no SOV in its TAG list, but SOV used in triggers. TAG list removed, made unavailable for SOV as there's the "Great Purge" event for SOV.
8. Tied random event "Bank Bankruptcy" to "Credit if Flowing" to limit/nullify the effect on the IC.
9. Fixed "Financial Meltdown" random event to not clear the local bank_run flag, which is required for the "Unconventional Monetary Policy" decision (which clears the negative IC mod added by the "Bank Run" random event).
10. Tweaked bank run/unconventional monetary policy events so it will only happen once a game per country.
11. Fixed Allied Diplomatic Offensive events triggers to check if the country in question:
	- Is not allied to Japan too
	- Is not puppet to someone
	- Is not at war with ENG
	Rearranged triggers a bit for better performance.
12. Fixed United Front event never triggering.
13. United Front against Soviet Aggression: added exception to prevent Xinjiang invasion by SOV from triggering this in 1933.
14. Fixed Lend Lease for China (should now be possible even when Burma Road is controlled by Yunnan - only if Nat China and Yunnan are allied).
15. Replaced style = 1 events with style = 2 for some events.
16. 1941 Allied diplomatic offensive should not happen once Soviet Union is at war against Germany.
17. Fixed SOV Great Purge event (it killed people it wasn't supposed to).
18. Added Hitler Suicide event for GER when Berlin falls.
19. Fixed trigger for USA's Arsenal of Democracy event.  Should always fire if USA goes to war ahistorically.  
20. Fixed event regarding British seizure of Ottoman battleships, reducing models to historic levels.
21. Changed triggers and date/offset of event 2020009 (BUL Bulgaria switches sides);
22. Changed triggers and date/offset of events 2022017 (HUN Switching sides), 2022018 (ROM Switching sides) and 2030005 (FIN Switching sides);
23. Improved triggers of event 2007031 (SOV Enemy at the gate)
24. Corrected minister ids of triggers or effects of events 2104526 (RUS Conservative elements are concerned), 2104527 (RUS Quiproquo between Kornilov and Kerensky) and 2104528 (RUS The Kornilov affair)
25. Fixed issues with policy, domestic and set_domestic values in various events.
26. Fixed some issues (duplicated entries, invalid values, incorrect parameters, cosmetics) in some events.
27. Fixed day (should be 0-29) for date/deathdate records in events (DH Full).
28. Fixed country TAGs to use capital letters only (jap -> JAP etc.).
29. Fixed month/command names to use small letters only (July -> july, IC -> ic).
30. Fixed continent name from europe to Europe.
31. Removed redundant "persistent = no" clauses from events.
32. Replaced change_policy with set_domestic command which makes more sense in the context of event #1350001 (Military Coup)
33. Removed disabled (commented out ID) event files as follows:
	- 1 event from ai_sov.txt + 1 ai switch file no longer used;
	- 2 events from ai_jap.txt + 2 ai switch files no longer used;
	- 2 events from UK.txt (control of Ethiopian army) + 2 strings from event_text.csv;
	- 2 events from USSR.txt (control of Spanish army) + 2 strings from event_text.csv;
34. Reviewed dissent from mobilization events.
35. Fixed bug in GER event 2003052 Meeting at Hendaye.
36. Slightly increased prerequisites for Bitter Peace event.
37. Improved GER Event "General peace treaty in Europe".
38. Changed model of Slovak division in event from 9 to 8 to align it with 1939/1940 scenarios.
39. Tweaked Molotov-Ribbentrop Pact trades to cost supplies instead money (5/10 supplies instead of $1/2 for 10/20 oil) for Germany as $ is already too hard to get as GER.
40. Fixed triggers for Fading Sun to not occur if Korea is occupied non-allied. Fix triggers for Fading Sun to not steal ally or non-allied puppets. Added additional check in case USSR annexed MON.
41. Corrected some wrong minister ids for SOV in 1914 events.
42. Changed event 2006013 (ITA Democratic Italy) so that it doesn't fire if ITA is still in Axis.
43. Corrected problem with leave_alliance command in event 2006014 (ITA The Italian regime collapses).
44. Corrected triggers of SOV AI events 3007031 and 3007032.
45. Removed unnecessary AI-only event 3022013.
46. Added when = 1 to secede commands in events 2022018->2022025 (Partitioning of Yugoslavia and Greece).
47. Corrected AI event 5200000 with 105082 instead of 105006 as new HoMI.
48. Added event 2023504 for Death of Carol I.
49. Corrected english text of EVT_9005003_DESC.
50. Improved ROM event 2023503.
51. Improved U09 event 2192535.
52. Corrected effect of event 9005003.
53. Corrected AI minister events 9999692, 9999870, 5200102, 5200003, 5200004 + added 500000005 - 500000009 (German CoS) + added 3022027 (HUN FM) + added 5200005, 5200006, 5200007, 5200008 + improved 5200009, 5200010, 5200011 + added 5200022 - 5200030.
54. Corrected effects of coup event 2500072.
55. Corrected and improved effects of FRA event 2002009.
56. Split event 2000500 in two events, creating new event 2000507.
57. Added new decision for GER (Treaties of Locarno).
58. Added decision tooltip to GER decisions 2003047 Diplomatic Offensive, 2003048 The Meeting at Montoire and 2003051 The Meeting at Hendaye to clarify their effects.
59. Added GER event 2003047 German diplomatic offensive to decision_trigger section of event 2003252 Align Romania.
60. Changed decision and decision_trigger sections of GER decision 2003067 Fall Weserübung.
61. Reduced required relations from 100 to 50 in GER event 2003116 Align Hungary + reduced required relations from 60 to 50 in event 2003250 Align Bulgaria.
62. Moved alliance with Italy from decision section to decision_trigger section for decision 2003047 1940 German diplomatic campaign.
63. Added new event 2003185 (GER Create the Reichskommissariat in the East) + modified event 2003114 (GER Victory in the East) to trigger event 2003185 for GER after 1 day.
64. Added events for partition of Serbia, Montenegro and Albania by Austria-Hungary and Bulgaria:
	- added events 2058502 (ALB Wilhelm of Wied restored as King Vidit I), 2058503 (ALB Ahmet Bej Zogolli is the new King Zog I), 2058504 (ALB Prince Kyril of Bulgaria is the new King Kiril I);
	- improved effects of events 2020500 (BLU The Fall of Serbia) and 2020501 (BUL CP's proposal) + added events 2020504 (BUL Vardar Macedonia under Austro-Hungarian control), 2020505 (BUL The future of Albania), 2020506 (BUL The annexation of Serbia)
	- improved trigger and effects of event 2192535 (U09 The Annexation of Serbia) and 2020501 (BUL CP's proposal) + added events 2192538 (U09 Bulgaria offers resources in exchange for Vardar Macedonia), 2192539 (U09 The future of Montenegro), 2192540 (MTN Nikola I is restored as King of Montenegro), 2192541 (U09 The future of Albania), 2192542 (U09 Bulgaria refused our offer);
65. Removed event 2145511 (The Armistice of Moudros) from trigger of OTT events 2185006 (U02 Return the southern provinces to Persia) and 2104551 (RUS/SOV Return Persian Azerbaijan).
66. Reviewed dissent in some 1914 RUS events.
67. Added when = 1 to all secede commands in the 1914 scenario.
68. Modified event 2103001 (U20 The Finnish Socialist Workers' Republic) so that U20 gains cores on 517 (Petsamo), 519 (Salla), 530 (Terijoki), 531 (Viipuri), 532 (Sortvala).
69. Added new cabinet to action B of event 2003130 (GER General Elections).
70. Corrected problem in event 2002007 (FRA The Armistice of Rethondes).
71. Corrected order of commands in event 9000031 (Invest in National Research).
72. Moved leave_alliance and peace commands to the bottom of event 2001040  ENG  British surrender.
73. Moved leave_alliance and peace commands to the bottom of various USA events + corrected a few owned triggers in control triggers.
74. Tweaked Ersatz Conversion to offer 3 options to players.
75. Improved Anschluss event chain in events 2006001, 2024001 and 2003010.
76. Commented out MR Pact decision condition related to relations between SOV and GER.
77. Fixed name of the captured BEL transport fleet from Dutch to Belgian.
78. Changed "operation tannenbaum" decision start year from 1940 to 1939 to allow its use in case of an early WWII start.
79. Suppressed The Finnish Winter War event for SOV if FIN is member of Axis or Allies to avoid unwanted entrance of SOV into the WWII.
80. Removed redundant event #2007055 (SOV  The Return of the Persian Provinces) + improved trigger for event #2007067 (SOV  The End of the Soviet Occupation of Persia).
81. Improved Bitter Peace event in case of SCA existence:
	- secede Finland region to SCA if exist and allied to GER and if FIN does not exist
	- secede Denmark region to SCA (not likely to own it, but we have commands for Norway, Finland and Sweden so...)
	- secede Eastern Karelia region to SCA if exist and allied to GER and if FIN does not exist
	- add cores to provinces in Petrozavodsk area for SCA if exist and allied to GER and if FIN does not exist - Finland has cores there set in scenario files
	- add cores to provinces in Petrozavodsk area for FIN if allied to GER to handle situation of annex/release of Finland during the game - Finland has cores there set in scenario files, but not in revolt.txt
82. Corrected various problems in events 2007042 (SOV Transfer of Industry to Siberia - Phase One) and 2007043 (SOV Transfer of Industry to Siberia - Phase Two).
83. Changed text of EVT1914_2145522_ACTIONB from "Keep the gold but do nothing" to "Keep the gold but don't join the alliance for now".
84. Enabled post PRC tech teams for CHC in events.
85. Tweaked event and actions triggers and start year for "Die Wunderwaffen" event. Added comments to techs and actions.
86. Tweaked "Atlantik Wall" event trigger (added check for Todt) and end date.
87. "Fritz Todt dies in an air crash !!!" event set to sleep the "Atlantik Wall" event.
88. Improved and corrected events 2003059 (GER Negotiations with Turkey), 2010001 (TUR Negotiations with Turkey) and 2003060 (GER Turkey earns its dividends).
89. Event 2003114 (GER Victory in the East) now triggers event 2003060 (GER Turkey earns its dividends) in the right conditions.
90. Corrected minister of security of 2500033 coup event.
91. Corrected and/or improved events 2059001 (SIA Japan puts Pressure on Thailand), 2059002 (SIA The Siamese surrender) and 2186003 (U03 Thailand aligns with Japan).
92. Improved trigger of event 3006006 Italy defends the homeland.
93. Added new AI events 5200036-5200042 to set HoS and HoG of Serbian puppet of Germany.
94. Added new AI events 5200031-5200035 to set HoS and HoG of Montenegrin puppet of Italy and Germany.
95. Tried to improve event 2011028 JAP Surrender.
96. Modified event 2007047 SOV Great Patriotic War as requested (move political slider to right 1 position when Max Authoritarian and Max political left).
97. Updated events 2002534 FRA and 2191521-2191522-2191523 U08 so that the first one gives independence to BEL and HOL if needed and all events secede core provinces of BEL and HOL back to them.
98. Corrected and improved triggers and commands of event 2030005 (FIN Switching sides).
99. Added new events 2030021 (FIN Offer a separate peace to the Soviets), 2007110 (SOV The Moscow Armistice) and 2030022 (FIN  The Moscow Armistice).
100. Tweaked "Germany claims Klaipeda" event for Lithuania to force LIT AI acceptance when GER is AI controlled too. Players could still refuse.
101. Improved triggers of event Form Russia for White Armies, plus it now resets the name and inherit other AI Whiter Armies.
102. Change ITA entry in Central Powers so that it triggers only if A-H is in Central Powers and only it makes ITA join Central Powers alliance, not ally with A-H
103. Changed decision trigger of event 2145521 (OTT Join the Central Powers?) so that to be visible it needs to be either at least September 1914 or the 2 ships must have joined the Ottoman Navy;
104. Changed effects of event 2007502 (SOV Dissolution of the Imperial Army).
105. Removed check that ITA and ENG must not be at war from trigger of decision and trigger sections of decision 2006012 (ITA The Allies are about to lose the war!);
106. Improved triggers and reduced offset of event 2032005 LBY The British defeated us.
107. Reduced dissent given in 1914 SOV events + reworked events 2007536 (SOV Red Terror), 2173504 (UER White Terror), 2168510 (UTC White Terror) and 2147507 (UGS White Terror).
108. Decision 2011022 JAP Marco Polo Bridge now won't fire it event 2011028 (JAP Japanese surrender negotiations) already fired.
109. Improved triggers of Japanese peace proposals to China.
110. Modified trigger for event 2012004 ("Surrender events - Japan surrenders to China" (CHI and CHC) to prevent it from firing if CHI or CHC are puppets or if JAP is puppet.
111. Corrected trigger and postponed start date and end date of event 3029001 (EST LIT LAT Baltic States succumb to Soviet pressure) - now the Baltic States will be annexed during invasion of France and not Invasion of Poland.


AI Changes

Darkest Hour Full

Code:
1. Tweaked japan default build AI to build some CV and DD.
2. Update SOV ai so it properly prepares for intervention vs UPE.
3. Slightly tweaked SCA.ai file to not force produce IC + other minor changes.
4. Tweaked SWE AI to produce IC up to 1939 (was 1945 before).
5. Added 6330 Deep Operations Doctrine to preference tech section of SOV AI files.
6. CHI ai now builds during Nanjing Decade.
7. Changed default neutrality AI modifier for minor countries (minor_default.ai) from 95 to 150 to prevent rebelling countries join or form alliances. 
8. Make AFG have higher neutrality in 1914 AI.
9. Changed CHI 1933 AI to be more aggressive.
10. Added befriend = { AUS = 300 } to GER IA in 1933 and 1936.
11. Added befriend = { GER = 500 } to AUS AI after German coup.
12. Tweaked Chile, Guatemala and Venezuela AIs to permit extensive IC builds in long games.
13. Updated construction AI priorities for many 1914 scenario countries to produce less IC in long games.
14. GER AI should now release more Asian countries like Siberia, Primorsk, Transural Republic, Persia and India in case there's no Bitter Peace and Germany goes to total conquest instead.
15. Added BHU, AFG and PAK to USA AI's liberation lists.
16. Removed Amphibious Warfare techs (82300 82310) from ignore list of GER AI as these are required for proper invasions on Norway or England
17. Removed Strategic Destruction tech (9140) from ignore list of GER AI  as this tech gives a huge 50% increase of Strategic bombardment mission efficiency 
18. Added Baltic states' coastal provinces to ignore for invasion section of ENG, AST, ITA, USA and POR in 1914 scenario to avoid these being invaded once Germany release its puppets on the East.
19. Added ferocity = yes to SOV_1914.ai to prevent SOV from making peace with White Russian or rebel countries.
20. Tweaked 1933 starting GER production AI to focus more on constructions. 
21. Tweaked 1936, 1940, 1941 and 1942 starting GER production AI - less construction, units build scheme as defined in GER_Build_Land.ai (more mobile units and tanks).


Scenarios Changes

Darkest Hour Light/core

Code:
1. Fixed conflicting ID/type (4712) for nuclear reactor in USA 1944 (DH Light/none) build queue.
2. Changed province improvement ID in 1945 SOV (DH Light/none) build queue to use a safer number.
3. Fixed day (should be 0-29) for date records in DH Core scenario and battlescenario files.
4. Fixed day (should be 0-29) for date records in DH Light scenario and battlescenario files.
5. Fixed day (should be 0-29) for date records in Tutorial files.


Darkest Hour Full

Code:
1. Updated OOBs of all Chinese countries + Japan, Manchukuo and Tibet for 1933 and 1936 scenarios.
2. Improved GER and FRA OOBs in 1939 and 1940 scenarios.
3. FRA '39 OOB: Some corp formations moved away from the Franco-Belgian and Franco-German borders, so as to give the appearance of a still mobilizing French army.
4. Improved GER, SOV, ROM, HUN, BUL, FIN OOBs in 1941 scenario.
5. Improved JAP, CHI, CXB, CYN OOBs for 1940 scenario.
6. Updated ENG, SOV, GER starting manpower level for 1939+ scenarios.
7. Added East Turkestan and East Hebei Autonomous Council in scenario.
8. Added initial oil depot to Slovakia in 1939.09 + scenarios; Added initial oil depot to Montenegro in 1941.06 + scenarios
9. Tweaked Transport/Escorts for BOL, PAR, LEB, FRA, U03 (Indochinese Union), Free France and French Mandate for Syria and Lebanon in all scenarios
10. Added more supplies and oil to France in 1933 scenario.
11. Fixed wrong HoG in 1939 scenario for Japan.
12. Removed Army HQs from GER 1939 building queue (those were created by reforming already existing armies).
13. Added dormant ministers, leaders and tech teams for FIN and U20 in 1914 scenario.
14. Added dormant UER leaders in 1914 scenario.
15. Given 1914 INF and CAV techs to ENG.
16. Updated Russia's 1914 naval build queue, setting battleships to more modest and realistic models.
17. Updated Germany's 1914 naval build queue, adding the missing Derflinger-class Battlecruiser that was under construction.  Also adding 3 of the Bayern-class battleships that were under construction.
18. Updated Manchukuo to have less cores at start of 1933 scenario to represent resistance to Japanese rule.
19. Added guarantee of Tibet by British Raj to represent British influence in Tibet.
20. Fixes: HMS Queen Mary battlecruiser was not Renown-class, setting down 1 level.  Also, giving Britain the tech for 1912 battlecruiser.
21. Corrected U08 to U09 relation value to be equal in both INC files (it was 100 in U08, but the game used 150 which is defined in U09 as it is loaded later).
22. Updated initial manpower and depots for Japan in 1933 scenario.
23. Removed max_strength on JAP Military Police militia (represents various districts' police that were associated with the divisions per nifty source, in game the starting OOB has extra men put into the MP division to make sure the "Division" corps unit has enough men).
24. Added Chahar Anti-Japanese Army as rebels in 1933 scenario.
25. Added missing CHI claim to 33/36 scenarios.
26. Removed Hawaiian Division from USA 1942.11 OOB: deactivated in 1941, became 24th and 25th divisions, which are included already.
27. Removed 86th division from USA 1942.11 OOB, wasn't active at scenario start date.  Also removed 2nd Cav from build queue and reduced model number for 10th Mountain in the build queue.
28. Removed VP from Irakleio province (382) in 1941+ scenarios.
29. Fixed day (should be 0-29) for date records in 1914, 1933+ and battle scenarios.
30. Removed invalid Art brigade from GER L-Arm 1. Leichte-Division in 1939 scenario.
31. Removed invalid Art brigade from FRA L-Arm 3e Div. Cuirassée de Réserve in 1940 scenario.
32. Removed invalid Art brigade from GER L-Arm 4. Panzer-Division in 1940 scenario.
33. Changed invalid M-Tank brigade with valid Art Brigade for GER Mtn 1. Gebirgs-Gebirgsjäger-Division.
34. Added custom flags/names to countries in 1914/1933/1941.06 scenarios.
35. Corrected FRA Head of Military Intelligence in 1933 scenario.
36. Corrected starting cabinet for Dutch East Indies U05 in 1933 scenario.
37. Corrected starting CoS for AST in 1933 scenario.
38. Added missing strings 1943_07_SCENARIO, 1944_06_SCENARIO and 1944_12_SCENARIO.
39. Increased quantity of supplies in FRA depots in 728 #Oran, 1002 #Tamatave and 1002 #Tamatave in 1933 scenarios.
40. Corrected ITA CoN with 25121 De Courten in 1943 scenario.
41. Corrected starting ROM HoS with 110158 Carol I in 1914 scenario.
42. Corrected HoG of ROM in 1933 scenario; corrected ideology, HoS, AM of ROM in 1939 scenario; corrected ideology and HoS of ROM in 1940 scenario.
43. Corrected HoG of YUG in 1933 scenario.
44. Corrected CoS of GER in 1939, 1940 and 1944 scenarios.
45. Corrected cabinet of Indochinese Union in 1941+ scenarios.
46. Corrected HoH of TUR in 1942 scenario.
47. Corrected HoG of JAP in 1944 scenario.
48. Removed provinces 104 105 107 109 110 from list of national provinces of GER in 1933 and 1936 scenarios.
49. Added historical leaders to some units/divisions for ENG, U08 and U09 in 1914 scenario.
50. Changes to cores and claims for Japan in 1933/36 scenarios.
51. Increase starting dissent CHI in 1933 scenario.
52. Renamed 4 JAP navla units in 1936 scenario + removed Kitikama CL, no evidence of its existence.
53. Corrected Hungarian HoG in 1944.12 scenario.
54. Reduced starting UK dissent in 1933 scenario from 20 to 10.
55. Lowered French starting dissent from 30 to 20 in 1933 scenario.
56. Suppressed Independence Struggle event for Egypt, Kuwait and Senussi in 1914 scenario, for Egpyt in 1936 scenario, for Egypt and MEN in 1939, 1940 and 1941 scenarios, for Egypt, MEN and CRO in 1942.11 and 1943.07 scenarios, for Egypt, MEN, CRO, LEB and SYR in 1944.06 and 1944.12 scenarios.
57. Suppressed Independence Struggle event for SER and MTN in 1914, 1941, 1942 and 1943 scenarios.
58. Moved 2 province buildings from indochinese union.inc to bases.inc where these belongs in 1933+ scenarios.
59. Normalized USA OOB division names in 1933+ scenarios to match updates in unitnames.csv.
60. Removed 1st and 2nd Mar Divs from build queue of 1940 scenarios as they already exist.
61. Updated scenarios with slept/dormant CHC tech teams.
62. Removed province 1391 from owned and controlled list of Indochinese Union and added province 1391 from national, owned and controlled list of Siam in 1941+ scenarios.
63. Added a transport plane (model 2 at 50% STR) unit to Germany in 1936 scenario.
64. Minor tweaks/fixes to Japan techs in 1944.06 and 1944.12 scenarios.
65. Set HoS and HoG of SER in 1941, 1942 and 1943 scenarios.
66. Corrected HoS and HoG of MTN in 1941, 1942 and 1943 scenarios.
67. Added 1 VP to 1999 Paramaribo in 1914 scenario.
68. USA should already have nuclear invention discovered in 1945 scenario.
69. 1944.12 scenario: removed HMS Duke of York and HMS Anson from build queue and placed them as active Units in Manchester Province (refit was in Liverpool).
70. 1941.06 scenario: moved event 2003046 (Barbarossa) from slept events to history.
71. 1939.09 scenario: moved event 2003036 (GER  Danzig or War (Last chance for peace)) from slept events to history.
72. Added Mongolia to Commintern in 1939.09 scenario for consistency with all other scenarios.
73. Made Tannu Tuva puppet to SOV in all scenarios where it exists to prevent unwanted DoW to it from 3rd countries when it follows SOV into its wars.
74. 1933 scenario: adding missing seaplane tenders Notoro and Kamoi to JAP.
75. 1933, 1936, 1939, 1940, 1941, 1942, 1943, 1944.06, 1944.12 scenarios: added missing heavy submarines to Japan OOB and build queue.
76. Corrected Japanese cabinet in 1944.12 scenario.


Unit Changes

Code:
1. Marines are no longer able to attach Light Armor brigades (they have Amphib armor).
2. Motorized and Mechanized infantry is no longer able to attach Light Amphib brigades.
3. Speed cap corrected (previously made artillery faster than sp_art when attached to mobile units).
4. First-generation BC speed way too slow, now bumped from 18 to 24.
5. Smoothed out the stats for ARM models, making them more linear so it is worth it to upgrade and research new models.
6. Smoothed out the speedcap for sp_arty, making it match M.Arm.
7. Fixed BB speeds.  1894 model, bumped maxspeed to 18 knots.  1904 & 1909 models, bumped to 21 kn.  1913 & 1917 models bumped to 24 knots.  1922 model bumped to 25 kn.  1934 model to 28 kn.  1939 & 1947 models to 30 kn.  1956 model to 31 kn.
8. Corrected defensiveness and toughness of cavalry brigade from 4 to -4.
9. Added or updated name of models MODEL_ENG_29_0, MODEL_FRA_29_0, MODEL_GER_29_1, MODEL_ITA_28_6, MODEL_ITA_29_0, MODEL_SOV_29_1, MODEL_USA_29_0, BRIG_MODEL_ENG_32_0, BRIG_MODEL_ENG_33_1, BRIG_MODEL_GER_32_0, BRIG_MODEL_GER_32_1, BRIG_MODEL_SOV_32_0, BRIG_MODEL_SOV_32_1, BRIG_MODEL_SOV_33_0, BRIG_MODEL_RUS_32_0, BRIG_MODEL_RUS_32_1, BRIG_MODEL_RUS_33_0, BRIG_MODEL_USA_32_0, BRIG_MODEL_USA_32_1, BRIG_MODEL_U08_32_0, BRIG_MODEL_U08_32_1.
10. Reduced militia effectiveness by reducing SA/HA and increasing its vulnerability.
11. Reduced upgrade time and cost of heavy armor brigades (set same as of super heavy armor).
12. Increased upgrade time and cost between WWI and Inter-war models of INT, FTR, NAV, STR and TAC to avoid exploits (build cheap WWI models, research new models, upgrade cheap): suppressed time reduction for 2+ older models, increased upgrade time to 90% and upgrade cost to 100%
13. Reduced cost and time for first NAV model to be in-line with other WWI air units.
14. Reduced build time for WWI MTN models from 420 to 290 days to allow these to be constructed in 1914 scenario.
15. Increased upgrade time to MTN 1921 model to account for the change above and to avoid exploits + changed Small Arms Assembly Line time reduction bonus to MTN to ensure that 10% time reduction will be applied to the WWII models.
16. Removed airattack bonus from naval_fire_controll_s model 1 to make it consistent with naval_fire_controll_l model 1 and also to resolve a problem with naval_fire_controll_s model 2 that was identical with model 1 in stats.
17. Changed CVE stats as follows:
	- Seaplane carrier (1912): seaattack 0 -> 1, convoyattack 0.4 -> 1
	- Converted Early CVL (1916): convoyattack 0.7 -> 1
18. Updated equipment for "nuclear_submarine" units to have 1 "nuclear_submarine" instead of 5 (these are Heavy Submarines).
19. Heavy Submarines changes: updated unit stats to reflect singleton status.
20. Heavy Submarines changes: new 1924 model, classes shifted. New 1943 Model.
21. Added 1941 floatplane tech to japan in 1942 and 1943 scenarios.
22. Surcouf wasn't completed by 1933 scenario start, removed from OOB and added to build queue. 
23. Added HSUB Surcouf to France's Naval OOB for 1936, 1939 and 1940. Added HSUB Surcouf to Free France's Naval OOB for 1941.
24. Enabled SP Anti-air brigade for HQ units. Replaced some AA to HQ units with SP AA in all scenarios.
25. Disabled ART and AA brigades for MOT unit. Updated all scenarios to resolve issues in result of this change.



Graphics Changes

Code:
1. Added East Turkestan's flag, shield, counter, icon and propaganda poster
2. Added East Hebei Autonomous Council's flag, shield, counter and icon
3. Add proper warlord Post-Northern Expedition flags similar to TRP
4. Enhanced Rebels and Serbian unit counters.
5. New icons for the CVL model based on the CV model instead of the CVE; but dark grey hull and superstructure smaller and toward bow of the ship.
6. Added event picture for February 6 1934 crisis (FRA).
7. Added 6 event pictures for Finnish Civil War.
8. Added 2 ENG ministers pics from AAR mod.
9. Added 22 new pictures for CHC ministers.
10. Added 2 new pictures for CHI ministers.
11. Added missing pictures for SWE leader, minister and TT Carsten Warberg + new pic for TTs of Bhutan, Brunei and Equatorial Africa.
12. Added 3 event pictures for new Chinese events.
13. New picture for AST TT Victorian Railways.
14. New picture for U03 ministers Marcel Alessandri, Eugene Mordant and Camille Sabattier.
15. Replaced incorrect pictures for Major GeneralC. H. Foulkes and for Marshal Slavko Kvaternik.
16. New pictures for Alchiviad Diamandi di Samarina, Gheorghe Jienescu, Gyula Cseszneky, Nicola Matushi, Toli Hatzis.
17. New pic for Nikola Uzunovic.
18. Corrected flag for Nanjing-China.
19. Added TAG specific experience symbols (medals) for ENG, GER, SOV, USA, ITA and JAP. Added generic medal.
20. Added new picture for Emil Barth.
21. Added U62 propaganda poster.
22. Added new flag, shield, counter, icon for Ufa Directorate, Omsk Government and Volunteers' Army.
23. Added better picture for Italian general Bitossi.
24. Fixed invalid file names for R-INT model pictures (probably left after we split R-INT from INT unit type).
25. New pic for Piero Pisenti.
26. Added missing frame for CONVOY_AIR_RAIDING mission to air_missions.bmp - fix for cut/incorrect image in-game.
27. Improved air_missions.bmp image for DH Full for better contrast in-game.


Other DB Changes

Darkest Hour Light/core

Code:
1. Fixed 5 invalid unit types in unitnames.csv (LAT).
2. Fixed day (should be 0-29) for date/expiredate records in revolt.txt.

Darkest Hour Full

Code:
1 . Added ministers for UPE (East Turkestan).
2 . Added new minister personalties for CHI and CHC;
3 . Added/revised ministes, leaders and tech teams for FIN and U20 (Finnish Socialist Workers' Republic).
4 . Added East Turkestan to world names and scenario description to scenario_text;
5 . Added name for U20_1918 (Finnish Socialist Workers' Republic).
6 . Added name for U37 (United Baltic Duchy), LIT_1918 (Kingdom of Lithuania), POL_1918 (Kingdom of Poland), BLR_1918 (Belarusian National Republic), UKR_1918_HETMANATE (Ukrainian State), BLR_1918_KING (Kingdom of White Ruthenia).
7 . Added name for UER_OMSK (Omsk Government) and U62_REO (Russia Eastern Outskirts). Changed name of UER (Ufa Directorate). Added name for U62 (Far Eastern Host).
8 . Replaced an invalid character in unitnames.csv (ROM HQs and 2 SYR ships);
9 . Fixed few more invalid names and characters in unitnames.csv (BUL HQ, CRO HQ, CZE HQ, U29 HQ, U31 HQ)
10. Fixed austro-hungarian army names to be korps instead of armees.
11. Added a copy of navynames to the DH Full directory. Also added fleet names for U08 and U09 (Imperial Germany & A-H).
12. Fixed 5 invalid unit types in unitnames.csv (LAT)
13. Set FRA minister Jean Jaurès end year in 1915 (died in 1914);
14. Changed von Falkenhausen start year from 1939 to 1936 as "Japan Pressures Germany over Manchukuo" event sometimes fires before 1939.
15. Added 2 FRA ministers for Vichy era.
16. Reduced USA Tech Team Eddie Rickenbacker availability to 1925, as he retired after WWI.
17. Changed ENG Tech Team Beatty's start/end dates to 1913-1927.
18. Update Yan Xishan minister personality.
19. Fixed minister personalities for various economic theories to match their actual theory.
20. Updated 1936 CHC cabinet.
21. Added/improved minister, leaders and TTs for Lithuania, Poland, Belarus and United Baltic Duchy in WW1 era.
22. Added/improved minister, leaders and TTs for UTC, UER and U62.
23. Corrected missing traits value (null instead of 0) for libyan leaders.
24. Corrected ideology (;ML ; instead of ;ML;) for some belgian ministers.
25. Fixed day (should be 0-29) for date/expiredate records in revolt.txt
26. ENG TT: added individual_courage to 10018 (Alan Brooke) and added training to 10027 (Percy Hobart)
27. Reduced Speer-OrganizerGenius bonuses; moved his starting date from 42 to 43 and changed his ideology from NS to FA. Removed Speer-AdministrativeGenius. Added wakeminister command to event 2003149 (GER Speer takes office).
28. Fixed Slovak division names.
29. Added some Japanese MAR unit names.
30. Corrected a bunch of USN admiral dates.
31. Added 2 new FRA ministers 5395 (HoMI Marie-Louis Koëltz) and  5396 (HoMI Maurice-Henri Gauche).
32. Added new Dutch East Indies U05 minister 840051 (CoAF Gustav Adolf Ilgen).
33. Added new AST minister 225179 CoS Julius Bruche.
34. Removed wrong picture for 845009 U06 CoN Johan A. Nederbragt.
35. Merged ARG TTs 165008 YPF and 165028 Yacimientos Petrolíferos Fiscales.
36. Replaced U47 minister 1050001 HoS Alexander von Falkenhausen with Josef Grohé.
37. Added new SCH TT 80026 Alpine Training Centre.
38. Removed USA minister 240412;Chief of Navy;William Halsey + changed ideology from SL to SC for 240157;Chief of Navy;William Halsey.
39. Changed deathdate of USA TT 240001;Boeing from 1944 to 1945.
40. Corrected name of AST TT 225002;Chullora Tank Assembly Shops.
41. Corrected EndYear and RetirementYear for ROM minister Carol I 110122 and 110158.
42. Added IND ministers 250069 and 250070.
43. Added ROM ministers 110197 and 110198.
44. Corrected dates of TUR ministers 45013 and 45014.
45. Added pic to YUG minister 100088, corrected pic of 100093, corrected date of 100092.
46. Incorporated Expanded-armynames-navynames-airnames Mod.
47. Added ALB minister 285249;Head of Government;Hasan Basri Bej Dukagjini.
48. Small tweak to US navy names, making it USN instead of US.
49. Fixed REVMILOTHER message format (missing country string).
50. Added Botswana (869 870 871) to extra provinces for SAF in revolt.txt.
51. Corrected name of minister RK Ukraine.
52. Added diplo_costs.txt to DH Full to allow modifications to it. Reduced some diplo mission costs as follows:
	- Leave Alliance 150 -> 0
	- Ban from Alliance 150 -> 0
	- Cancel Military Access 30 -> 0
	- Revoke Military Access 30 -> 0
	- Cancel Non-Aggression Pact 100 -> 0
	- Cancel Trade Agreement 10 -> 0
	- Cancel Peace Treaty 100 -> 0
	- Offer Trade Agreement from 30 -> 10
53. Corrected unit names for Finland and Finnish democratic republic.
54. Replaced most ö with oe in English even texts.
55. Replaced most ü with ue in English event texts, other transliterated to English like (Württemberg -> Wurtemberg).
56. Removed ä from English event texts (most just replaced with a).
57. Updated US Infantry division names, for INF, MEC, MOT, GAR, ARM, LARM, PAR, MAR, and MTN.  Sanitized convention for accuracy and consistency.
58. Added a note to brigade_types.txt and division_types.txt files about the need of update to modifiers files on add or remove of unit/brigade type (this seems to be overlooked in some mods).
59. Added new collaborationist ministers to Nanjing China, delete shadows.
60. Reorganized CHC tech teams.
61. New scenario description for U62 (Far Eastern Host).
62. Extended the effects of some minister personalities over the new DH brigades.
63. Reduced AA to Air night modifier from 50% to 30% to account for the recently introduced night defense reduction for all air units.
64. Increased "Navy vs. Subs - Extra ORG damage multiplier to subs in combat vs naval units" from 6 to 8.
65. Tweaked NAV vs Navy combats as follows:
	# Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value - Changed to 0.0 from 10.0
	# Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units [multiplier] - changed to 0.2 from 0.04
66. Fixed inconsistent minister bonuses to attack/defense of air and naval units. Because of the randomness of the engine when electing attacker/defender in naval and air combats, all attack and defense modifiers for air and naval units should be equal to each other to ensure logical combat outcomes.
67. Added missing CVE bonuses to 3 minister personalities that alter CV/CVL.
68. Add 2 new ministers for Italy.
69. Added many new ww1 ministers and leader to ENG and POR. 
70. Replaced ENG TT Albert Ball 10052 with Lanoe Hawker.
71. Added new SER ministers 415125-415132.
72. Added new MTN ministers 390064-390071.
73. Added new USA TT Glenn L. Martin Company, added new USA TT 240051 Curtiss (1912-1929), changed starting date of USA TT 240003 Curtiss-Wright to 1929.
74. Changed 3 misc.txt combat parameters:
	- Land vs. Air - Org dmg lower limit - Air units attacking land units will stop receive ORG damage when ORG drops to or below this absolute ORG value: 10.0 -> 0.0
	- Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value: 10.0 -> 0.0
	- Carriers vs. Bases - Org dmg lower limit - Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value: 0.0 -> 5.0
75. Restored š and â symbols in names in unitnames.csv (previously removed) as those are supposed to be valid characters, but are rejected by the engine in file read due to a bug.
76. Changed 3 misc.txt combat parameters:
	# Carriers vs. Bases - Org dmg per hour - ORG lost each hour by carriers while attacking naval or air bases
		2.0 #5.0
	# Carriers vs. Bases - Org dmg lower limit - Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value
		10.0 #0.0
	# Carriers vs. Bases - Org dmg hit after bombardment - Carriers attacking naval and air bases will receive this ORG damage after every bombing run. Remaining ORG cannot be less then 'Carriers vs. Bases - Org dmg lower limit' (see above)
		20.0 #10.0
77. Increased mean number of "invention" events occurring per year in misc.txt.
78. Changed in misc.txt ORG modifier for land units after naval transportation from 0.2 to 0.35.
79. U37 (United Baltic Duchy) now releasable only by Germany.
80. Starting date in revolt.txt moved to 1921 for KUR Kurdistan, LEB Lebanon and SYR Syria.
81. Starting date in revolt.txt moved to 1940 for ALG Algeria, ANG Angola, BEN Benin-Sahel, BRU Brunei, CAM Cameroon, U82 Central Africa, U78 Central American Union, U83 Ceylon, U84 Chad, CON Congo-Leopoldville, U85 Congo-Brazzaville, CYP Cyprus, EAF East African Union, EQA Equatorial Africa, GAB Gabon, U86 Gambia, GLD Ghana, GUY Guyana, U77 Gran Colombia, GUI Guinea, ISR Israel, U88 Ivory Coast, U89 Jamaica, JOR Jordan, U80 Kashmir, U90 Kenya, MAD Madagaskar, MLY Malaysia, MAL Mali, U92 Malta, U93 Mauritania, MOR Morocco, MOZ Mozambique, NAM Namibia, U94 Niger, NIG Nigeria, PAL Palestine, RHO Rhodesia and Nyasaland, U95 Rwanda, SAR Sarawak, U96 Senegal, SIE Sierra Leone, U75 Singapore, SUD Sudan, U97 Tanganyika, U99 Togo, U98 Trinidad & Tobago, TUN Tunisia, U70 Uganda, U81 Upper Volta and U79 West Indies;
82. Added 1119 #Tannu Tuva to extra province of SIB Siberia in revolt.txt.
83. Added East Turkestan provinces as claims to Reichskommissariat Turkestan to avoid Germany keeping those if annexing Soviet puppet East Turkestan (UPE) before it gets absorbed into China.
84. Added 182 184 (Part of East Prussia) as extra provinces to DFR (German Federal Republic) to avoid USA/ENG etc. keeping those after release of Poland and DFR.
85. Updated end/retirement years of some Soviet generals.
86. Added relevant Heavy Submarines names for JAP, ENG, FRA, and USA in unitnames.csv.

Tech Changes

Code:
1. Fixed ASM tech year inconsistent with CAS.
2. Corrected typos in tech page for Armor/Artillery: SA Art should be SP Art.
3. Added missing Component names for Landdoctrines up to 1930.
4. Boosted Manpower doctrine for 1940-41 period: added +0.01 GDE for techs 6320, 6330, 6340, 6350 and reduced GDE bonus by 0.04 in tech 6370 + remove -2 Org for techs 6340, 6350 and reduced GDE penalty by +4 (from -7 to -3) in tech 6370.
5. Made Post Great War Unified Doctrines (ID 6910) dependent on either of 6540 or 6550.
6. Techs 6720 Hunter Groups and 6730 Night Vision Tactics now both give +1 suppression to all land units;
7. Added missing rain and snow defense modifiers to CV, CVE and CVL in 2 techs
8. Added missing tech bonuses (morale and ORG) to R-INT (set to match bonuses given to INT).
9. Added missing R-INT production time bonus to Aircraft Assembly Line tech.
10. Fixed issues with assembly line build time bonuses:
	- added missing brigade and unit types;
	- tweaked bonus to air units to ensure that it will give 20% time reduction to current models (it was too low for INT, FTR, TAC and STR as first models of these cost only 72 days while WWII models cost over 200 days);
	- tweaked Ship Assembly Line build time bonus to naval units to ensure that it will give roughly 20% time reduction to current (1938/1941) models;
11. Added missing tech bonuses to light_cag brigade (same as for cag).
12. Changed starting amphibious missions efficiency from 0.5 to 0.4.
13. Fixed an issue with prerequisites for Naval Bomber All Weather Role air doctrine. It now requires Modern Aerial Convoy Defense (1952) instead of Concentrated Firepower (1916), both from naval doctrines.
14. Reduced ORG given to land units by first 3 land doctrines (pre-WWI techs) by 30 to balance it with the new ORG regain system.
15. Major review and clean-up of air units modifiers (defaults and changed by techs) with a goal to have identical attack and defense modifiers all the time to avoid unrealistic battle outcomes only because one of the sides is promoted for attacker.
16. Added missing modifiers for rocket interceptors on many places in techs.
17. Moved activation of Improved Hull attachments from 1940 to 1930.

Code:
All changes in details:

Changes to starting values (modifiers.csv):
1. Added missing att/def weather modifiers to TRA P as set to other air unit types - for consistency
2. Removed muddy weather att/def modifiers for air units - NOT USED (same as frozen)
3. Equalized night attack to night defense values
4. Removed Fort attack modifiers - NOT USED as modifiers for air units
5. Removed all terrain defence modifiers for air units
6. Set terrain attack modifiers as follows: 
	- plain, desert: 0 (no penalty)
	- hill, swamp, forest, jungle: -20%
	- mountain: -30%
	- urban: -50%
7. Removed night attack and defence penalties (-90%) for FL B and FL R

Notes:
1. FL B and FL R use only Blizzard and Storm att/def weather modifiers (-99%) 
2. Night Flyer leader trait gives 20% bonus to night att/def

land_doctrines_tech.txt
	Night Vision Tactics tech (1950):
		- Removed night move bonus (+15%) for air units from Night Vision Tactics - there's no night move penalty for air units
		- Replaced the generic air night attack bonus (15%) with individual commands to all air units except for rockets (rockets should not get night attack bonus as they do not have a starting penalty)
		- Replaced the generic air night defense bonus (15%) with individual commands to all air units except for rockets (rockets should not get night defense bonus as they do not have a starting penalty)
	
industry_tech.txt
	First Air radar Application tech (1941)
	 - Replaced air detection bonus for interceptor (10) with a minor (1) air detection bonus to all air units
	 - Added a minor (1) surface detection bonus to all air units
	 - Added night attack bonus (10%) to all air units (except for rockets)
	 - Added night defence bonus (10%) to all air units (except for rockets)
	Improved On Board Application tech (1945)
		- Replaced air detection bonus for interceptor (15) with a minor (1) air detection bonus to all air units
		- Added a minor (1) surface detection bonus to all air units
		- Expanded the night attack bonus (10%) from strategic and naval bombers to all air units (except for rockets)
		- Added night defence bonus (10%) to all air units (except for rockets) for consistency
	Radar Aids Armament Systems (1953)
		- Added night defence bonus (15) to STR and NAV to match given attack bonus
		- Added night defence and attack bonuses (15%) to CAS, TAC and TRA for consistency (INT, FTR and R-INT receive similar bonus from two 1956 year techs)
	
air_doctrines_tech.txt
	Night Strafing Doctrine(1939)
		- Reduced night defence bonus of TAC and NAV from 50 to 10 for consistency with the added night attack bonus
		- Added snow and rain defence bonuses (10%) to TAC for consistency with given attack bonuses
		- Added snow and rain defence and attack bonuses (10%) to NAV and TRA for consistency with other air units
		- Added night attack and defence bonus (10%) to TRA for consistency with other air units 
	Night Bombardment Doctrine(1939)
		- Reduced night defence bonus of STR from 50 to 10 for consistency with the added night attack bonus
		- Added snow and rain defence bonuses (10%) to STR for consistency with given attack bonuses
	First Strike Doctrine (1939)
		- Reduced night attack bonus for INT from 10 to 5 for consistency with the bonus added to FTR
		- Added night defence bonus (5) to INT and FTR
		- Added night defence, night attack, morale and ORG bonuses to R-INT for consistency with FTR and INT
	Perimeter Defence Doctrine(1939)
		- Reduced night defence bonus of INT and FTR from 20% to 5%
		- Added night attack bonus (5) to INT and FTR
		- Added night defence, night attack, morale and ORG bonuses to R-INT for consistency with FTR and INT
	Formation Fighting Doctrine(1939)
		- Added morale bonus to R-INT for consistency with FTR and INT
	Dispersed Fighting Doctrine(1939)
		- Added morale and ORG bonuses to R-INT for consistency with FTR and INT	
	Frontal Missions Doctrine(1939)
		- Added morale and ORG bonuses to R-INT for consistency with FTR and INT	
	Fighter Veteran Initiative(1939)
		- Added rain and snow defence bonuses to FTR and INT for consistency with the given attack bonuses
		- Added rain and snow attack and defence bonuses to R-INT for consistency with FTR and INT
	Home Defence Doctrine(1940)
		- Added morale bonus to R-INT for consistency with FTR and INT
	Reckon Skirmisher Doctrine(1940)
		- Added ORG bonus to R-INT for consistency with FTR and INT
	Constant Readiness Doctrine(1953)
		- Added morale and ORG bonuses to R-INT for consistency with INT	
	Intensive Airspace Surveillance(1956)
		- Removed urban defence bonus for INT as it is not used
		- Added R-INT with same bonuses as INT for consistency
	Bad Weather Combat(1956)
		- Removed urban attack bonus for FTR - it is used only for ground attacks
		- Added blizzard attack and defence bonuses (10%) to FTR
	Battlefield Herbicides(1953)
		- Reduced jungle attack bonus for CAS from 20% to 5% (same as hill attack)
		- Reduced swamp attack bonus for CAS from 10% to 5%
		- Added same bonuses to TAC
	Modern Jungle Operations(1964)
		- Reduced jungle attack bonus for CAS from 20% to 5% (same as hill attack)
		- Reduced swamp attack bonus for CAS from 10% to 5%
		- Added same bonuses to TAC
		- Reduced jungle attack bonus for STR from 20% to 10% (same as swamp attack) for consistency with CAS and TAC which benefit from Battlefield Herbicides(1953) too
		- Increased forest and hill attack bonuses for STR from 5% to 10% for consistency with CAS and TAC which benefit from Battlefield Herbicides(1953) too
		- Added ORG bonus to TAC (5%) for consistency with STR
	Defensive Systems(1956)
		- Added morale and ORG bonuses to R-INT for consistency with INT and FTR
	Naval Bomber All Weather Role(1957)
		- Removed night attack bonus from NAV
		- Reduced snow and rain attack bonuses of NAV from 15% to 10%
		- Added snow and rain defence bonuses (10%) to NAV for consistency with given attack bonuses
		- Added storm and blizzard attack and defence bonuses (10%) to NAV
	Air Superiority Doctrine(1933)
		- Added morale and ORG bonuses to R-INT for consistency with INT and FTR
	Bomber Veteran Initiative(1938)
		- Added snow and rain defence bonuses (10%) to CAS for consistency with given attack bonuses
	Bomber Ace Initiative(1942)	
		- Added snow and rain defence bonuses (10%) to CAS for consistency with given attack bonuses
	Fighter Ace Initiative(1943)
		- Added snow and rain defence bonuses to INT (5%) and FTR (10%) for consistency with given attack bonuses
		- Added snow and rain attack and defence bonuses to R-INT (5%) for consistency with INT and FTR
	Carpet Bombing Doctrine(1942)
		- Added snow and rain defence bonuses (10%) to STR for consistency with given attack bonuses
	Carousel Bombardment Doctrine(1942)
		- Added snow and rain attack and defence bonuses to TAC, NAV and TRA (10%) for consistency with bonuses received by CAS and STR from other techs


Map Changes

Code:
1. Fixed issues with Province.csv (missing region definition for PROV0 and invalid continent - Lake, for lake provinces)
2. Removed invalid continent entries for Ocean provinces (vanilla map)
3. Fixed invalid RGB Value at line 109 from 268 to 255 in colorscales.csv.
4. Tweaked some weird province connections in Russia/Ukraine:
	- removed inexistent river connection (571;570;River)
	- added impassable connection (619;625;Impassable)
	- made impassable previously river connected provinces ( 607;602;Impassable / 600;589;Impassable / 593;589;Impassable / 303;618;Impassable)
5. Removed X-shape river connection (965;972;River).
6. Added/removed connections from adj-defs.csv (based on data from GIS map provided by Lucifer).
7. Removed one invalid river connection (east India) from adj-defs.csv and reformatted that file (connections sorted by IDs, added both province names to Comments column).
8. Removed some duplicate entries or X-shape impassable connections from adj-defs.csvthat will be no longer required after the adjacent.tbl cleanup.
9. Removed duplicated entries from adj-defs.csv.
10. Removed X-shape river connection between Plock and Lomza.
11. Corrected name of Homs province.
12. Corrected name of Coruna province.
13. Corrected name of Maoming province.
14. Corrected wrong map coordinates in Belarus.
15. Fixed infrastructure of Monroe and Carlsbad.
16. Fixed inconsistencies with Nebraska City Province Name on Zoomlayer 1.
17. Fixed naval province ID for Singapore to allow fleet to move to/from its port.
18. Added beach and tweaked beach icon position for Saba Island province (id 1761)
19. Added Sea connection through 2347 between St-Martin and Saba Island provinces.
20. Fixed coordinates (and so the distances) for some provinces
	- PROV1563;Southern Okinawa;Japan
	- PROV1564;Northern Okinawa;Japan
	- PROV1661;Iwo Jima;Asian Pacific
	- PROV1663;Motoyama;Asian Pacific
	- PROV1664;Mount Suribachi;Asian Pacific
	- PROV1670;Peleliu;Asian Pacific
	- PROV1671;Kloulklubed;Asian Pacific
	- PROV1761;Saba Island;Caribbean
	- PROV1767;Guadeloupe;Caribbean
21. Changed terrain of Baghdad and Teheran to urban, tweaked terrain in Mongolia (mountains to hills/forests mainly).
22. Corrected name of province 684 from Kirov to Vyatka.
23. Removed invalid sea province for Luneburg.
24. Fixed wrong sea province for Guadalcanal.
25. Replaced invalid "Clear" terrain type with the proper "Plains" in Province.csv (pure cosmetic change to suppress warning messages with no impact on the game).
26. Added X to the end of each line in Province.csv to force consistent line cells while edit the file in Excel (easier to spot errors on commits when only your changes are saved in the file). This is purely cosmetic change with no impact on the way this file is processed and used by the engine.
27. Fixed many wrong City position coordinates in Province.csv.
28. Fixed many wrong AA, Fort, Port and Beach position coordinates in Province.csv.
29. Fixed many wrong Counter and Army Sprite position coordinates in Province.csv.
30. Updated boundbox.tbl with fixed values for some provinces.
31. Renamed Oryol to Orel so it matches the other Zoomlayers and Provinces.csv.
32. Removed invalid River Connections for Gameplay Reasons (Holy Rule)from adjacent.tbl and adj-defs.csv: Volzhsky and Elista (IDs 660 and 699) and Orel and Efremov (IDs 581 and 583).
 
Last edited:
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Beagá

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Great to see your support for the game, I honestly hope you guys give some input on the development of HOI4 as some things in the game are SO much better than what HOI 3 did.
 

Duke of Awesome

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This is amazing, thank you to all the remaining devs!
 

MannheimCouncil

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Sounds great. I want to take this chance to applaud the team's dedication to the game and making the best HoI game better step by step.
 

princeseth

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well done guys .. hurrahhhhhhh ... one question .. does the official graphic pack works with 1.04 or will you update that too ?
 
Last edited:

MartinBG

Darkest Hour Developer
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Nov 16, 2007
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Looks great. Any chance that patch will help windows 8 users?

Unfortunately there's compatibility issue with Windows 8 and applications like Darkest Hour. Have you tried any of the solution proposed in the sticky thread?
http://forum.paradoxplaza.com/forum/showthread.php?726656-How-to-fix-Darkest-Hour-for-Windows-8!

well done guys .. hurrahhhhhhh ... one question .. does the official graphic pack works with 1.04 or will you update that too ?

AFAIK it should work. We have no plans on updating it.
 

Vorondil

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Is the economics slider changed to the WiF2's one like previously announced?
 

NikephorosSonar

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I don't think you need to worry about paying for those large warlord armies, you can just disband them ;)
 

SweetHalcyHS

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Holy shit.

Many thanks for the DH Dev team to continue servicing this game despite the time since its release. You truly deserve countless commendations for your dedication and hard work thus far.