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Johan

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1.06b Public Beta

We are doing a public beta testning of the 1.06b before its release to test out this new concept if it is viable for patches.

Please note that the beta version of the patch is not officially supported so if you have any problems with it running, identify what the problem is, report it and revert back to 1.06.

(NOTE: This only works on english versions of the game.)

Download zipped versions of the betapatch, scenarioeditor and the revert from posts in this topic.

*** Gamebalancing
- You can now modify gamespeed in multiplayer as the host with ctrl+/-.
- Only cities and colonial cities are now needed to control for total victory in wars.
- Economical resources now affects how much ships you can have.
- The exploit of clicking back and forth to force interception is no longer possible.
- Placing privateers now only have a 10% chance of increasing badboy, however, all nations nearby get a CB for 3 months.
- Offensive/Defensive slider now affects prices of fortresses.
- Fire and shock bonuses to a leader have no effect when assaulting a fortress.
- There is now actually a -1 penalty to dierolls when attacking across rivers or when landing from ships.
- Each trade agreement you have now reduces trade efficiency with 1%.
- Only innovative nations get free manufactories now.
- Only naval nations get random explorers now.
- Reformed religion tweaked down slightly.
- Large fortresses now need a much larger revoltrisk to be automatically lost to rebels.
- Conscription Centers should now be buildable on the same continent as capital, even outside europe.
- Diplomatic offers will now stay on screen for maximum of 2 months until they auto-cancel, all to avoid "refuse to answer peace" exploits.
- You can no longer have fortresses bigger than the base income tax of the province. ie, one with base 3, hold a maximum of level 3 fortress.
- True Badboy wars now work at Very Hard in MP too. (Exactly the same as SP works.)
- All countries now have permanent casus belli against any human player with badboy >= 35 on the very hard difficulty.
- Your stability will no longer increase by +1 by annexing a minor.
- Badboy cutoff factor for badboy wars at very hard is now depending on the time period (some accumulated badboy is acceptable), and depending on the DIP rating of the monarch.
- Badboy display has been changed to be relative to badboy cutoff limits. Exact numbers shown as tooltip.
- Badboy will not be increased when getting provinces from an event.
- Badboy value can now have decimals, allowing for minor changes over time and from effects.
- Badboy recovery speed have been changed completely, and is changed gradually each month. There is no difficulty modifier to it in MP. The Diplomatic ability of the ruling monarch affects how quickly badboy is recovered.
- Badboy now affects the stability costs by 5% for each badboy point.

*** Bug Fixes
- Fixed a major problem which caused mods using moddir to not work in MP.
- Stability should now be affected by the serfdom slider again.
- Economical calculations should now be shown correctly at the sliders again, and fractions are now accumulated in the technological investments.
- The american soldiers in the 1773 scenario should no longer become invisible.
- Total unitcounts should no longer be miscalculated in a reload if units are being built.
- Fixed the supported ships from shipyards message.
- Forced-vassalisation should now make a country leave its previous military alliance.
- Bugfixed plenty of rivers.
- Fixed three different CTD's, including two common in late games and one on annexation/inheritances.
- Fixed an occasional CTD when accessing Valkyrienet.
- Scenario Editor updated to work with new formats.
- Fixed a problem which made some keycodes in the playernames crash the game in MP chats.

*** AI Improvement
- The AI no longer cheats maintenance at very easy.
- Improved AI for inflation management..
- Improved AI for tech research.
- No default AI files are set as "ferocity = yes" anymore.
- Removed some errors in .ai files.
- Numerous countries should now use their proper AI files when they revolt.
- The AI may now default on loans.
- AI Warexhaustion now have a cap on all difficulties except very easy.
- The AI should now know how to change back from reformed to catholic when needed.
- Improved the AI for accepting loans.
- Italian nations should no longer colonise like mad.

*** Setup tweaks
- Expanded maximum historical leaders id range to 200000.
- Denmark now have claims on Holstein in 1492 and 1617.
- National provinces for Moldovia and Wallachia streamlined in the 1492 scenario.
- Fixed some problems with Algeria in 1617.
- "The Age of Enlightement" scenario now have the correct ending date in the information screen too.
- Fixed the eternal revolt risk problem from french wars of religion.
- Added a few missing silverrimmed shields.
- Östlandet now produces Naval Supplies, not fish.
- Tröndelag is no longer a possible revolt location for Astrakhan :)
- Fixed swiss land and naval techs in 1492.
- Increased Bergenshus population in all scenarios
- Denmark now have tradingposts at Greenland in all scenarios 1492 and forward.
- Added leader and army names for Norway.
- Fixed the death of Henry IV to be same for leader and monarch.
- Fixed Death of King Lajos event.
- Fixed The Glorious Revolution event.
- Moved port to correct sea for Västerbotten, Österbotten, Tripolitania, Puerto Rico, St. Thomas, St. Martin and Antigua.
- The Caliphate now revolts with moslem technology group.
- Added lots of triggers to randomevents, and added scaled randomevents, so that effects are different depending on countrysize.
- Fixed a broken shield for KSH.
- Fixed some problems with japanese events.
- Emmanuel de Rohan have been downgraded.
- Several more nations should now use their randomleader names.
- Removed Jan Olbracht and extended Aleksander's reign to cover that period for Lithuania.
- Return of Napoleion event should work fine now.
- The Oostende Company event now gives an explorer correctly.
- Pragmatic Santion should now have 3 options.
- The Lisboan Earthquake is now much more devastating.
- Reworked the french setup in 1795 regarding the flow of the historical monarchs.
- Zygimantas II now dies when he historically did.
- Sale of Corsica event fixed.
- Japanese random events for the civil war will no longer happen when the civil war is over.
- The Pugatchev uprising now only gives 6 RR for 120 months.
 

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Okies... I spent the weekend fixing on the stuff that was reported on 1.06b BETA 1, and the gamebalancing things discussed the most.

Here's the tweaks and a new version, which MUST be applied on top of a 1.06b.

- Fixed the missing text message for forts.
- Annexing Pagans as a non-pagan no longer increases the badboy.
- Added a new event command.. type = badboy value = change
- Fixed the badboy values from inheritance events, they now give 0.25 for each province.
- Badboy tooltip is now shown with one decimal.
- Manpower is now shown with one decimal on the city screen.
- Inflation is now shown with one decimal on the financial summary screen.
- Badboy effects on stability costs are now scaled, and most severe when above the badboy-limit. The effect is capped at 100% though.
- Improved the AI for refusing trade.
- High badboy values makes it more difficult placing merchants in foreign Center of Trades.
- Monthly manpower income is now affected by the domestic policies affecting manpower.
- Fixed a bug which made it possible to get ahead in infra and trade technology without any consequences on technology costs.
- Removed some hardcoded national bonuses on colonisation success.
- Colonial success have now been rebalanced, conquistador bonuses are bigger, early timeperiod gives a penalty, the first attempts gives penalties, the production efficiencies gives bonuses and the number of current colonies gives a penalty. Basically, the ADM value of the monarch affects how many colonies can be maintained at the same time below colonial city status. This is only valid for colonies not attached to the mainland of the nation.
- The MIL value of a monarch now affects the morale of troops in combat, ranging from +0.25 with a 9 MIL monarch to -0.125 with a 3 MIL monarch.
- The AI for colonising should no longer fall asleep.
- Located and fixed a CTD in the garrison AI.
- Eventwindows will now be auto-closed (option A always chosen), when running Handsoff games with the handsoff cheat.
- Improved colonial and exploration AI a little bit.
- AI will now take war exhaustion into account a bit more before declaring war or honoring an alliance.
- The tooltip on the main page now takes vassal incomes into account.


NOTE!!! This is still a beta of the patch, and NOT the final release.
 

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- Rewrote the file transfer routines for ingame transfer of savegame files. Should be a bit faster now.
- Fixed a crash in the MP lobby.
- Leaving and rejoining a game in MP should now work properly and not crash the game when starting.
- Optimized bandwidth usage in multiplayer.
- Tweaked the badboy effect from annexing religious enemies down to +2.
- Fixed a problem which made the file-transfer not work on dx9 or later.
- Marquis de Pombal now arrives after his King.
- Citysizes of Kiel and Hamburg tweaked in various sites.
- Removed some broken triggers in the random events files.
- Removed duplicate commands in some russian major events.
- Vestbygden is now inland.
- Royalists and Puritans can no longer revolt if the other is in play.
- Greenland now becomes norwegian core provinces when they go independent.
- AI will build forts a little bit better now.
- You no longer lose stability from cancelling a trade agreement.
- Tradingposts no longer count for a nations size in event triggers.
- The plaque random events are now slightly less harsh.


DOWNLOAD LATEST BETA HERE!
EU2 1.06b Beta3 (12th March)
 

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Some fixes and balances according to the feedback.


- Effects from off/def slider on fortress costs halfed.
- Tweaked some effects on random events affecting provincial manpower.
- Blockading a port under siege now increases the supply limit severly for the siegers, as they gain extra supplies.
- There is now slighly more expensive to start a new tradingpost.
- Establishing a trading post in a province where the natives have been killed off is now much harder.
- Message settings should not be weird after a country changes tag/name.
- You can no longer gain a complete victory against a nation which controls any cities.
- Implemented correct countrysize triggers to several events.
- Tweaked russian conquistadors.
- Added several core provinces to a russian major event to make sure they always get it.
- Tweaked alot of random events to reduce cash and fortress gains.
- Changed some events to/from history in various scenarios.
- Teke now have correct artwork.
- Rebels now use rebel artwork.
- Fixed some dutch colonies in 1700, and Sydney in 1795.
- Improved AI for refusing trade.
- Defenders of the faith accumulate war exhaustion at 80% of normal speed when at war now.
 

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Okies.. Now we are close to the balance we want for 1.06b. This is the final balancing beta patch, unless something super-serious is discovered.

Todays fixes are mostly geared to eliminate some exploits.



- You can no longer place colonies or tradingposts in provinces which you can not trace a discovered and unblocked path too.
- Sharing maps will never reveal uncolonised provinces.
- Fixed a bug which caused province-targetted events not working properly when triggered of other events.
- War exhaustion will slightly decrease even when at war, if there is no military action going on in the wars a nation is participating in.
- Defender of the Faith now gets a +10% morale bonus, but also a +15% costs on technologies.
- Fixed some minor errors in the randomevents file.
 

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Okies, since the warexhaustion was declining too fast, we had to release an immediate fix.

- Warexhaustion increased by +1 when wartaxes is raised.
- Tweaked the war exhaustion decline from phoney wars.
 

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A special MP version :)


- EU2 should now be able to support up to 24 players in MP.
- Tweaked down the badboy from turboannexing to be on par with normal province gaining.
- Further optimised bandwidth usage heavily, and cut it down with about a 25-30%.
 

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After about 20 hours of fun MP this weekend, I had to tweak some things....

So enjoy.

- Tweaked some problems in the MP Lobby.
- Improved the chat functionality in MP games.
- Changed the slower gamespeeds around a little bit. Normal is the old 2 months/minute speed, and there is now a speed between the old 1/1 and 2/1.
 
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Johan

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Here's the patch... with some MP optimisations..
 

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Oh well... had to fix some stuff today too.. And now I need to sleep... :)

- Added a few more needed chat buttons.
- Implemented a new pausing scheme where pause is immediate, and anyone can unpause after 30 seconds.
- Connection status should now be shown for clients too in MP.
- Fixed a problem with savegames making clients colonisations fail in MP.
- Tweaked the formular for who to compete against in a Center of Trade. Seems among other things, human players had a big bonus there :)
- Fixed a major problem with people being allowed to join MP games in VNET even if they had modded their default files.
- Some further minor bandwidth optimisations were done.
 

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If you have trouble connecting in MP through vnet because your install is broken or you modified something, then download THIS patch to overwrite every vital file to make sure its 100% the same.
 

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And a new patch with more gametweaks if you wish to test the betapatches.

- You can now use the 'm'-key to toggle the message area on/off.
- You can no longer demand more than 100% of spoils in a peace.
- You now only gain census tax from provinces with a tax-collector.
- Lagmessage boxes should no longer appear as often in MP.
- Alliance leaders will now become leaders of the war, whenever they honor an alliance call.
- Each HRE elector provides one extra manpower bonus to the emperor if he has over 125 relation with them.
- Added a new eventcommand "type = removecot, which = provid".
- Orthodox techgroup is now at 90% of latin instead of 80% as previous.
- Some polish provinces are now slightly richer and have more manpower.
- The provence inheritance is now supposed to have happened in the 1492 scenario, so the Anjou events will now occur properly.
- Landmorale bonus from land-slider increased to 50% instead of 25%.
- Armies with cavalry majority are now less effective attacking in rough terrain.
- Rebalanced cavalry shock effects on early techlevels.
- Stats of historical leaders are now modified by domestic policies.
- Tax collectors and Legal Counsels are now removed from a province when it is conquered.
- The income penalty on Overseas provinces are now modified by the land/naval slider from 5-15% for areas with ports.
- There is now an severe extra penalty on tax income from overseas territories if you are blockaded. This can be up to 50% extra if all your homeports are blockaded.
- Inflation effect from mayors have been changed completely to not make them a super-weapon for only gigantic powers. Now the ratio of mayors versus cities affect a yearly deflation, which is 0.25% when all cities have mayors.
 

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- Fixed a problem where provincial revolt risk was not checking the controller in all cases.
- Changed the gold-inflation cut-off to 40% instead of 25%.
- Each elector with good relation with the emperor now provides 2 yearly ducats to the Emperor.
- Fixed a problem where a privateer gave a cb and relation change multiple times.
- The pauser of a game should now be visible in multiplayer.
- Poland now have latin technology until the Union with Lithuania.
- Getting assaulted should no longer mess up your unit counts.
- Tweaked down the effects from the Spanish state-bankruptcy events.
 

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- The AI is now aware of the importance of certain buildings.
- Fixed the crash with removecot command.
- Added a comparison statistical page in the ledger.
- Improved the peace negotiation AI.
- You can now cheat with alliances again in singleplayer. Exploit is only stopped in MP.
- Some minor interface glitches fixed.
 

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