Pompey Update (1.1) - New Version Out!

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Trin Tragula

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The Pompey Update Branch has now been updated on Steam and GOG.
It is available as a beta branch for the game that you have to opt into yourself on your chosen platform.

Among other things this update fixes the dreaded occupation bug, where sometimes enemy armies would take control of cities they should not be able to.

As before we are interested in your feedback on the changes in the patch and potential issues found.

Known Issues:
  • Some localization is not ready in non-English languages
  • Pirate fleets now acquire heavy ships over time, making them a bit more dangerous than intended. This is not intentional and will be fixed in future versions.
Note:
One of the changes in this patch is that the in game Console has been disabled by default. To enable it, launch the game using -debug_mode launch command.
Older saves will not be valid with 1.1.

Any interface mods made for a version other than 1.1 will most likely no longer work! Please turn them off before running the new version or you may have problems with missing text and missing functionality.

For the full changelog see: https://forum.paradoxplaza.com/forum/index.php?threads/pompey-patch-1-1-open-beta-is-live.1191815/

Changes in the update:
###################
# Gamebalance
###################
- Reduced impact of being ahead of time in technology.
- Increased Strength Damage in Naval Battles.
- Pirates will now pick a target port for raids in a somewhat more varied way.

###################
# AI
###################
- AI tries to hide their troops away from border when you have a CB on them.
- Fixed AI pointlessly abandoning their siege to run away somewhere
- Fight Rebels no longer deliberately attacks weak enemy non-rebel/revolt armies.


###################
# Bugfixes
###################

- Fixed bug where re-colonizing a city would clear any permanent modifiers
- Fixed volcano SFX not being played back
- Added icon for mercenary_naval_maintenance_cost (SUL-7893)
- Added icon for trireme_ocean_combat_bonus
- Added random_neighbour_country trigger to ip_monarchy.27
- Removed decimals from character Loyalty value in office holder interface
- Updated loc for naval and land mercenary maintenance modifiers to differentiate them
- You can no longer try to CTA AIs that will actually reject due to already being at war with one of the defending parties..
- ip_monarchy.30: Fixed various issues with sibling rivalry.
- Fixed province capital of capital province not being the same as the country capital on startup.
- Fixed military tradition tooltip to have correct spacing
- Localization: Character - "Dead" status and death date overlap with edges of the character screen
- Fixed audio bug regarding storms VFX
- Fixed decimal error in modifiers that gave Aggressive Expansion Decay.
- Fixed syntax error in setup.txt
- Added more French, Chinese, Russian and German localization.
- Moving Country capital now also sets that city to be the Province Capital in that Province.
- Fixed Armies something swapping occupation incorrectly in sieges.
 
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Denkt

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Reduced impact of being ahead of time in technology.
Nice that you lisen to the community:). Now how about making urban development worth it?

100 civic power and -10% tax is not worth it as 1 civilization value and 1% growth is not much for the price. Compared it to a oratory tech which is 2 civ in all cities.

I want to make Roma great but I dont want to feel Im obviously wasting point doing so. Making a city from mud into marbles should be worth it.
 

Street_Marshal

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Great update and thanks for the quick hotfix! Also, quick question, will the main theme ever get added as startup music? It’s eerie to load up this game because it’s completely silent whereas all other pdx titles have intro theme music.
 

tsf4

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@Trin Tragula , should we start new games or can the old saves still be played that were made with the first beta?
 

Xuanzue

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Denkt

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Here are some ideas that could make urban development more worthwhile:
  • Reduce the amount of pops need for a new building
  • Reduce amount of slaves needed to produce a good
  • Increase research output of city
Also I dont see the point of the 60 civ cap and it can lead to strange things such as tribal cities becoming more civilized than non tribes once they switch government.
 

Street_Marshal

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We should be able to see the co-ruler/consort of a foreign nation. Also, it’d be nice to see when the next foreign election is and who is likely to win. I’d like to plan my wars so I don’t fight a republic that has the military faction in control.
 

Nikolai

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Is the music missing bug fixed?
 

cristofolmc

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I see you haven't fixed the issue with trade, where the AI will never sell their good, nor have you fixed the civilization effort province policy not promoting tribesmen. :(


PS: For future patches I hope you keep improving the plot system. Its a very good feature with loads of potential. But I think there are too few and they are a bit oversimplistic some times. Like assasination is too easy and you do it on your own. It'd be cool if it was a bit more like in CK2 and you needed to plot with other characters to help your chances just as you can do. But again, I love the system and the idea, I just hope you keep adding on it and improving in future patches!
 

tsf4

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The barbarians seem a lot more strong and nasty in the new beta patch in general. In my modded game, a Roman state which had about 30-40 cities got taken over by a 270 cohort wielding barbarian - yikes for them!
 
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