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

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Trin Tragula

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Well, totally broke my government in my saved game xD
20190502130849-1.jpg


But at least performance was boosted A LOT!

This is what happens when you load old ironman saves :) And Why they are not supported.
 

Alyoshenka

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Yes, that was announced (and is planned) for Patch 1.1 Pompey.

Thank you for the hotfix, much appreciated! Will family fertility be improved in 1.1 Pompey too? I'm referring to native families dying out too quickly, and the absence of spawning of new native families leading to the player being forced to recruit foreign families during conquests.
 

C1 Ariete

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Thank you for the hotfix :)

Despite the first impression about this game, many of us still believe in your ability to make it a great experience. One mega-patch at the time :)
 

Schorsch30

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Thank you for the hotfix, much appreciated! Will family fertility be improved in 1.1 Pompey too? I'm referring to native families dying out too quickly, and the absence of spawning of new native families leading to the player being forced to recruit foreign families during conquests.
this has nothing to do with fertility. they hardcoded a limit to marriages/family to head of family +1, so only 2 ppl/family marry, which makes it really hard to keep the tree growing
 

Marissa

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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.
 

Evangeline

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Thank you so much, greatly appreciate your work! Could you please also look into the soundtrack looping only 3 of the songs without playing any of the others bug? It affects every single player, I've watched lots of streams and youtube videos and no matter what game version you have, only around 3 songs of the beautiful soundtrack actually play ingame.

Thanks a lot again. :)
 

Voigt

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- Fortifications in capitals are now normal buildings, and not something that magically appear. First level is still free.

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?
 

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. :)
 

riadach

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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)
I was genuinely concerned that it was just my weak GPU that caused the stutter but this really has improved things a lot.

Thanks for your hard work, team.
 

Kill_off1004

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good that truces are added to diplomatic view, but what aboout claims ?
and it really sucks that it´s not ironman compatible, just gonna finish one achievment in my current 1.0 then and gotta delete that save
 

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.