Victoria 3: Hotfix 1.5.11 is now LIVE! - Not for Problem Reports!

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PDX_Pelly

Community Manager Victoria 3
Paradox Staff
Moderator
May 17, 2023
257
4.846
Hello Victorians!

Today we have released a hotfix for 1.5, which contains a variety of gameplay issues and is aimed to enhance your gameplay stability and experience. As mentioned in Dev Diary 102 it also includes convoy raiding balance, whilst also fixing other prominent issues such as some AI navies conscripting land units to swim around with them and conscript only armies not functioning as intended.

Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you! Known bugs in 1.5.11 are present in this thread.


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Improvements
  • Formations that are merging into a formation that is destroyed will now try to merge into the closest available formation to the one that got destroyed
  • After completing the Opium Crisis Journal Entry, it is now possible to unban opium through a decision, but doing so will remove the reward modifier granted from winning the opium wars
  • Resolving the Opium Crisis now gives a much stronger reward modifier for a longer time
  • Refusing to address the Opium Crisis now gives a negative modifier for a longer time and adds progress towards shattering china
  • There is now a 10 year limit to complete the Opium Crisis Journal Entry, after which it will fail with similar effects to refusing to address the crisis
  • The Tibet-India border is now only passable in a couple places, so that a frontline won't be created in the Himalayas between India and China in the Opium Wars
  • Power Plants now have the same structure of ownership PMs as Railway, and can use the Government Owned PM under most economic systems
  • Power Plants can now be subsidized under laws that allow subsidies for critical infrastructure, such as Laissez-Faire
  • Naval HQs are no longer created in regions with only impassable coastal provinces or sea regions
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AI
  • The AI is now properly able to understand the need to construct Power Plants in each relevant state to 'seed' those states with electricity
  • The AI now considers subsidies for critical infrastructure (power plants, trade centers & railways) a must-have due to the potential economic armageddon that can be created if they are removed

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Balance
  • Reduced Attrition values from an average 2% per week to 0.8%, through a combination of reducing the chance and also the min and max casualties of Attrition
  • Increased the average time between convoy raids in a node from 15 to 20 days
  • Convoy recovery is now 4x higher during peacetime
  • Capital Ships are now only 50% as effective as other ships at Convoy Raiding, as a scaler to Offense
  • Naval bases now recruit new manpower somewhat faster
  • Front advancement speed bonuses has been replaced with equivalent character (general) advancement speed modifiers
  • Changed unlocking technologies for some Cavalry units
  • Increased the requirements needed to form the Confederation of the Rhine

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Art
  • Replaced the background graphics of historic companies with more fitting ones

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Interface
  • The disband formation button will now mention that there are formations that are traveling to merge into the formation that is being disbanded, if any such formation exists
  • Updated the Special Unit Group concept tooltip to list the correct Special Unit groups

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Performance
  • Improved the performance and thread utilization of supply network updates
  • Small optimization in respawning unit entities

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Modding
  • It is no longer possible to target fronts with timed modifiers, or to make new modifier types that target fronts

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Bugfixes
  • Fixed a CTD when create_military_formation was run in an invalid HQ
  • Fixed a CTD when one tried to add characters to a non existing formation
  • Fixed an OOS causing error in the Characters category
  • Fixed a bug that would multiply Convoy Raiding strength for every hostile country that held shipping lanes in a node
  • Defeated Admirals are no longer able to contribute to convoy raiding
  • Fixed an exploit that would allow ship-less fleets to be deployed to a sea node, blocking naval invasions
  • Fixed a bug where Native Uprisings would not mobilize their armies properly
  • Fixed an issue where AI attitudes were not correctly initialized on game start, causing most countries to have the 'Cautious' attitude regardless of strategic considerations
  • Removed non-functional and misleading "enemy advancement speed penalty" modifier on the Defend order
  • Commanders will now properly inherit relevant modifiers from active Mobilization Options (while mobilized) or timed modifiers on their formation
  • Fixed a bug where state occupation percentages were not properly cleared when a country is leaving the war
  • Fixed an issue where modifiers to war exhaustion from casualties would affect all sources of war exhaustion and not just from casualties
  • Fixed a bug that could cause fronts to largely overlap one another
  • Fixed a bug where the navy would travel to a node via land as a horse caravan when traveling through the land nodes was available
  • Fixed a bug where adding conscripts to navies was not explicitly blocked, causing some very strange AI navies to occasionally appear
  • Fixed a bug where the cost of construction queue items would sometimes not be properly calculated when the entire construction queue capacity wasn't used, which could cause private investment to over- or underuse the investment pool
  • Autonomous Investment is now properly re-evaluated when a state is ceded, to prevent invalid constructions from being added in states a country no longer owns
  • The Republican Proposal for Brazil now properly sets Pedro as the ruler of the country
  • Fixed a bug where Paraguay's starting leader and traits would never go away in non-CotS versions of the game
  • Fixed Mobilization speed modifier
  • Fixed incorrect modifier for Truck Transport mobilization option
  • Fixed Chocolate Mobilization not reducing 50% morale when removed from mobilized army
  • Armies are no longer leaving a front for an HQ just because a participant left the Diplomatic Play that is still ongoing
  • Fixed an issue that made it so AI countries with the relevant Journal Entry would not liberate subjects of Peru-Bolivia unless they had high infamy
  • Fixed a bug where naval invasions could get stuck and never proceed to landing phase if the attached army's supply was not at 100%
  • Fixed a bug that could cause Naval Invasions not to end properly
  • Fixed a bug that would display irrelevant shipping lanes that didn't intersect the selected sea node
  • Fixed an issue in the military formation notification for being restationed
  • Audio soundbanks updated which fixes a couple of audio bugs like sounds appearing when zoomed out
  • It is no longer possible to switch sides or declare neutrality in a diplomatic play where one of your subjects is targeted by Transfer Subject (this could be exploited to get subjects through sways and then invalidate the enemy wargoal by declaring neutrality)
  • Fixed a bug where a Transfer Subject wargoal could cause subjects to not capitulate along with their overlord, resulting in strange lingering wars
  • Fixed a bug where the overlord of a peace negotiating country in a war would sometimes not be considered a peace negotiator themselves, which could block peace entirely
  • Fixed a bug where it was impossible to support allies against their subjects due to having an alliance with them
  • Fixed a bug where an alliance with your market owner could block starting plays against your subjects
  • Fixed a bug where Customs Union leader was considered to be the overlord of subjects of countries in their market, leading to incorrect diplomatic blocks and AI behavior
  • Fixed a bug where only one 'liberate country' wargoal would show up for each target when adding wargoals
  • Fixed a bug that prevented mobilization of armies with only non raised conscripts
  • Mult modifiers can no longer reduce a value below the fixedpoint resolution limit (0.0001)
  • Fixed a bug where the player got alerts for shortages for other countries in their market
  • Fixed a bug that caused the notification for a repaired fleet to fire multiple times
  • Fixes an issue in the naval invasion tooltip
  • Fixed missing Loc for Subsidizing Power Plants
  • Removed unnecessarily eliding label for job satisfaction in the Pop Details panel
 
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Thank you! Some great fixes that I certainly wasn't expecting for longstanding bugs such as the Customs Union / subjects weirdness.

Will this also fix the bug where you're currently unable to ask to join another's CU because you have subjects and the game treats you + your subjects as having their own separate CU already?
 
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Why is the font size in this post so tiny? I checked all settings and and compared to other posts and comments: Only this post has tiny font. Why?
 
Did you fix the bug where civilian ships don’t appear on the map? It’s a small thing but sorta baffling to me, a guy who knows literally nothing about game development, that it hasn’t been fixed!
 
Why is the font size in this post so tiny? I checked all settings and and compared to other posts and comments: Only this post has tiny font. Why?
Just for you, I went back and upped the size.

The reason why is when importing the text, it comes in at a size in-between 12 and 15, but some of the text was slighty different sized when editing it so I standardized it to 12, which is closer to the normal size.
 
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Just for you, I went back and upped the size.

The reason why is when importing the text, it comes in at a size in-between 12 and 15, but some of the text was slighty different sized when editing it so I standardized it to 12, which is closer to the normal size.
Thanks!

But it seemed to ignore all default forum font size behaviour, even the text scaling users can set in the settings or something. At least not without making everything else absolutely giant. So it was different to everything else which was very irritating.
 
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NOICE!
 
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Has something been done to fix the fact that certain armies can't reach a certain front, even when travelling through their own terrain?
I'm thinking of US trying to invade Mexico in the early game, and having most of your army unable to actually reach the Mexican border, for example.
 
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I believe that is an intended but undocumented change, intended to fix wars starting with dominions but the overlord not being called in.
Are you sure about that?
Because now it creates strange cases for example main fights in Britain x China opium war are between the East India Company and China in the Himalayas.
 
Is the escort convoy only work for one sea node addressed?

And is convoy going below total convoy fixed?
 
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