Imperator: Hotfix 1.0.1 Demetrius is live! [checksum 4a73] - Not For Problem Reports!

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BjornB

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impe_101_patch_20190502.gif

We have just released our first hotfix for Imperator: Rome! Thank you for all your feedback!

Please note that this patch won't be compatible with 1.0 Ironman saves. We apologize for the inconvenience caused, but it was not possible to do the necessary fixes and remain save game compatible. The previous version will still be available in the Betas tab for those who want to finish an ongoing Ironman game before updating. Non Ironman games should still be fine however!
(Right click Imperator: Rome in Steam -> properties -> BETA -> pick 1.0 in the dropdown list)

Please don't report any issues in this thread. Please use our bug report forum!

###################
# Gamebalance
###################
- Tweaked Mercenaries to be less numerous and a bit more spread out.
- Country Capital now has one extra building slot.
- Fortifications in capitals are now normal buildings, and not something that magically appear. First level is still free.

###################
# AI
###################
- Fixed disloyal generals being overly helpful and attacking enemy armies.
- Fixed AI not attacking rebels/barbarians.
- Fixed reserve objective behaving rather offensively.
- Reworked AI reconnaissance objective to patrol on borders rather than around a point.
- Army and fort maintenance is auto set to normal maintenance on outbreak of war.

###################
# Interface
###################
- Fix to naval combat interface martial skill icon overlap.
- Fixed top-right corner of topbar visually overlapping score indicator.
- Added truces to diplomatic mapmode.
- Tweaked Combat Prediction Indicator to be more accurate.
- Adjusted default UI scaling.
- Tactics view is now scrollable when it needs to be.

###################
# Performance
###################
- Optimized daily tick to reduce stuttering.
- Added option to run a benchmark. Use the launch options with ‘-benchmark’ to run a ~4 minute benchmark, testing GPU & CPU.


###################
# Bugfixes
###################
- The game will no longer resend all diplomatic messages to the player that has been saved, each time the game is loaded.
- You now get new inventions when you get new technology from events, unit abilities and other effects.
- Fixed Out of Syncs related to siege & combat.
- Fixed wrong type of apostrophe being used in English version.
- Barbarians no longer have "TRIBE" in their name.
- Fixed issue where mapicons were showing invalid state (such as ended combat or sieges) after a peace deal.
- Fixed rare crash if province was no longer owned while trying to build a fort.
- Fixed rare crash related to events.
- Saving now happens on a background thread, shows a message and will pause the game in multiplayer.
- Disabled pause menu interaction when saving.
- Fixed bug where in some cases a 'zero' navy or army could exist
- Game will now calculate surplus before removing extra trade routes, to prevent incorrectly removing a trade route.
- Can no longer remove disloyal commanders from their armies
- Combat dice rolls are between 1 and 6 now instead of 0 and 5
- Fixed bug where in some cases a 'zero' navy or army could exist.
- Fixed case where country name would contain unlocalized text.
- Fixed potential crash when returning to lobby in multiplayer.
- Fixed potential crash when unit constructions finishes.
- Permanent province Modifiers will no longer be removed on conquest.
- Stopped the Pharos Lighthouse event chain from occasionally concluding prematurely.
- Updated localization in French, Chinese, Spanish and Russian.
- Fixed party conviction being several magnitudes too large when loading an ironman save.
- Fixed incorrect popup when guarantee is upgraded to alliance.
- Fixed bug where clan chiefs could sometimes have count for more than one.
- Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language.
- Various fixes to the Paradox account creation interface.
- Fixed searching for lobbies in lobby browser menu
- Fixed ‘november’ crash due to not enough threads available for processing
- Fixed startup crash on windows 7
- Mare Nostrum achievement no longer requires a small part of the northern Spanish coast.
- Fixed bug with barbarian removal in impassables for minor and major spawn points.
- Fix potential oos caused by imprisoning dead characters.
- Fixed bug where the decision to form Kushan did not properly check the current tier of a country
- Forming Cyprus now requires you to be suitably small.
- Fixed ironman permitting different mods when loading save.
- Corrected monthly manpower gain calculations. (Thanks to /u/Flaxx17 on Reddit)
 

Trin Tragula

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Edited to add a missed item :)
Code:
- Corrected monthly manpower gain calculations. (Thanks to /u/Flaxx17 on Reddit)
 

Trin Tragula

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So not only are interface and graphics mods not ironman compatible, minor patches now break it as well. Why even put the mode in when you're clearly not interested in making the game support it?

The reason it is not ironman compatible is it fixes things specifically with ironman. It is compatbile for non-ironman saves. It is unfortunate but hard to do much about.

The interface on the other hand will always have to be checksumed since you can actually alter the game by modifying the interface files in this game. You could theoretically easily make a button to annex all countries in the entire world for instance. :)
 

PDX_Gorion

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Any word on when the patch will hit GOG versions of the game? I finished my Albion game last night and I'd love to start a new game in the new patch.

We're working on getting a build to GoG asap! Will be within 24 hours, but we're working on it right as I type this.
 

blackninja9939

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The interface should not be executing such actions, only displaying them and calling them from other files. That it is capable of that shows there was no effort made to keep them separate.
The interface itself doesn't contain the data of what is happening but it does contain the call site. If you can add your own call sites for things that are not checksummed that then means that you can add your own local cheat buttons.

The old style gui did not need checksumming cause you couldn't do anything really as the effects are directly in the code. All you could do was change the appearance of it not the functionality, the new gui system allows for mods to make their own things way more easily as seen by some mods which already have entire new screens and interaction menus up after only a week or so.
 

Johan

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Are only starting capitals forts created for free, or still when the capital moves? So in a civil war, if I capture the enemy capital, and the province automatically flipps to me, and a new rebel capital is selected. Does the new captial also get a free building slot and a fortbuilding spawned, with its ZoC?

Or do you mean with free only from a money standpoint?

The new capital does not get a new fort.
 

Johan

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@Trin Tragula This is (technically ) correct but
- if you want to cheat there is the console
- if you want to cheat and have the achievement there is SAM

Having achievements is fun, and is a part of the game, But where is the point to exclude some very good aesthetic mods ? Just because someone could add a "cheat button" ?

You can easily ruin peoples experience in multiplayer.
 

Trin Tragula

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so the ui was copied over from EU:Rome, apart from visual upgrades left in its abysmal functionality, given console power AND can ruin mp.

who thought this was a good idea?

No the UI is an entirely new system that is more powerful than previous ones and therefore have to be checksummed. It is part of Jomini.
 

blackninja9939

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@Trin Tragula This is (technically ) correct but
- if you want to cheat there is the console
- if you want to cheat and have the achievement there is SAM

Having achievements is fun, and is a part of the game, But where is the point to exclude some very good aesthetic mods ? Just because someone could add a "cheat button" ?
You can't use the console in multiplayer and iron man anyway if I remember rightly. SAM is outside our control.

And as Johan said people would ruin the MP experience of others.

so the ui was copied over from EU:Rome, apart from visual upgrades left in its abysmal functionality, given console power AND can ruin mp.

who thought this was a good idea?
Not at all, literally nothing we said implies that.
Its an entirely new UI system not all related to EU: Rome which is very powerful for both us and mods to use, and because of that we've checksummed it so you specifically can NOT ruin MP games
 

Jormungandur

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So the water tiles glitching onto land is an issue that's related to hardware on my end being just too old? I'm just looking for closure, plenty of games don't even start on these specs.
Most of the cases we have seen related to this seems to affect Intel HD Graphics 4000 cards. If you have that card, or an equivalent one, it is indeed below our minimum specs.

It says in the OP that the Ironman saves are not compatible now, but I seem to have no problem loading it after patch, can someone explain it to me? I won't be able to get achievements now, may have some bugs, or something like that?
The governtmen forms for various nations have likely shifted if loading a 1.0.0 ironman save in 1.0.

The stuttering is much reduced, thank you. Still exists though but I guess it's, well, bearable.
Btw, I run the 4m benchmark test you mentioned in the notes. Where can I find the output result file?
The output from the benchmark can be found in debug.log file, usually located in USER\Documents\Paradox Interactive\Imperator\logs . The debug.log and error.log files are great to attach when reporting issues, though all log files can help.
 

Jormungandur

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We have seen the peace deal issue, and are working on resolving it. If this impacts you heavily and you play on Steam, the 1.0.0 version is available as an open beta branch.
 

blackninja9939

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Why was this downvoted so heavily? Standard programming paradigms for any kind of application generally exhort not using the interface in this way and to relay interface actions to a deeper layer where logic is executed. That way stuff like this can be avoided.
That is what it does, the clicking of an interface button posts a command to the logic side of the game to execute, the button itself does not do the logic.
But the buttons can still be added locally and if it was not checksummed then you would have those buttons posting commands to the logic end which could then cheat to do whatever they want.

They don't have to. PDS made a conscious decision to implement it in such a way.
In a way to allow mods yes, what would you prefer?
The readers reads what you typed into the gui file, builds what that button does then in run time the interface accepts the input event, sees you clicked a button and then runs what that button does which in logic effecting things posts a command to the game state to be executed and to keep the game in sync. The ui itself doesn't touch the game state directly.

If the gui was not checksummed then cheat mods would work in MP very easily and ruin other people's experiences when playing.
 

blackninja9939

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Just a thought. Is there anyway to make a blacklist of action that are connected to GUI compenent and check the GUI for them? That way GUI mods can be used for MP and Ironman.
To make it more optimize you may tag GUI compenents as Original and Modded, and only check Modded ones with blacklist. If you are concerned maybe original ones are corrupted/chnaged by mods, you can use checksome for GUI compenents that are tagged as Original.

This may increase the checking process at the first loading of save/game mode etc. but it should not affect runtime playing in my opinion.
That is a possibility but determining what is or is not safe is easier said than done, something fairly innocuous that simply shows a number could be used for a cheat in a tooltip which provides extra debug information giving people an advantage when playing. So finding the few things that are fine plus reworking all our code to allow one to mark something as fine is gonna not be a small undertaking for, in my opinion, not that much gain.
There are definitely things that can be done, but the time investment and pay off compared to other things is gonna not make it a super high priority by any means.
 

Jormungandur

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It contains no summary, or anything else comprehensible...

Disregard my previous message, the test results displayed ingame at the end of the benchmark are useless

The information in the debug.log after running the benchmark is extremely useful for us when we investigate why issues occur, which is why we ask you to attach it when making reports related to stuttering or other performance/visual issues.