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Improvements
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AI - Improved attack cooperation between countries and different agents - Fixed
an issue with low _current_ infrastructure causing the AI to disregard many
front provinces - Fixed some prio issues that stupidly emptied a threatened
front province of troops - Fixed some problems with reserve usage along fronts
that could cause all units to be pulled back (especially for unmobilized
countries on DoW.) - Fixed some superstack issues - Fixed a serious
superstacking issue with unlimited troops allowed to match and surpass enemy
forces - Better checks before allies send their whole army to help against some
weak enemy - Fixed a problem with invaders and overseas units incorrectly being
marked as garrisons and locking up - Fixed an issue where it would not return
exp forces correctly - Improved garrison code to better handle multiple areas
within a theatre - Fixed some problems with reserve usage along fronts that
could cause all units to be pulled back (especially for unmobilized countries on
DoW.) - Fixed a bad bug that could cause all divisions to go to the same
province - Will reinforce coastal provinces under attack by invaders - Fixed an
attack recklessness bug - Fixed an issue with reckless attacks - Fixed a
break-off attack bug - Fixed a bug with fronts ignoring certain coastal
provinces - Fixed a bug with AI units going passive due to stale support attack
orders - Fixed an issue with allied fronts not updating correctly * HQ AI -
Allies should now be able to operate properly within each other's territory -
Rebalanced inter-theatre unit reassignments - Improved retrieval of armies from
foreign areas - Tweaked inter-theatre allocation of units to realize when either
theatre is defensive and holds a fortified line - Tweaked some inter-theatre
thresholds - Fixed a serious bug with theatre ping-pong of units * Invasion AI -
Avoids target provinces with only a strait as a border (like the Channel
Islands) - Prioritizes provinces that border many others - Will not reinforce
beachheads if it will severely overstack. Instead, will attempt more landings
nearby. - Better at transporting HQs to the areas with their divisions - Fixed a
nasty problem with the transport AI completely locking up - Transport AI: Fixed
a bug with stale transport orders locking up fleets forever * Air AI - Fixed a
bug with interceptors constantly being sent to enemy air bases - Will divert TAC
and CAG to bomb invasion fleets * Production AI - AI should no longer burn
manpower when at war if it needs for reinforcement. - Production AI: Slight
tweak/bugfix for excessive building of land units. - Production AI: Fixed a bug
that could prevent proper building of ships and air units - The AI is now a bit
more conservative with its manpower. - The AI now builds proper divisions. -
Major Powers will only build buildings once all build requests are met. - USA
will build more ships in the early years (even if it fails MP checks) as long as
it has more than 100 MP - Changed order prio on what units to build first over
others. - Fixed an issue where transport ships where not being built in serial
runs - AI will build buildings now if IC is available but it was not able to
meet manpower checks (Except for USA) - If there is IC left over after doing AI
build requests the AI will build a few extra units based on what was not asked
for! - AI will build buildings now if IC is available but it was not able to
meet manpower checks (gives it somethign to do with it). - Building
functionality was moved into a seperate method to make it easier to call. - More
performance IC checks added into the begining of the method. - AI is now limited
to building 2 of each building type at the same time. - AI will now build a max
of 5 AA in a province. - AI will now build no more than 2 coastal forts in a
single province (same with Radar Stations) - China, France and Russia will no
longer build coastal forts - Fixed a bug where the cost of the minor attachments
was not being calculated corectly when the AI was trying to figure out how much
it was using. - Added a manpower check for major powers building buildings. If
the AI is low on manpower the limits placed on how many buildings he builds will
be removed. - Any country that has over 50 IC will create full divisions, if
they are less than 50 then single brigades will be built * Research AI - Fixed
issue with too many starting techs in research queue for the AI - AI now focus a
little bit more on a decent officer ratio. - AI now avoids researching ahead of
time more - Slider AI had the values Diplomacy and NCO fliped which was causing
them to set them incorectly. - Redid the Slider distribution code to be a little
more simpler. AI will concentrate way more on research now. - Tech AI has a new
weight system for research techs (Major powers get a specific one for each) (too
many rules to put in notes here.) - Improved Algorythm for research slots -
Resolved an issue where minors would have 0 in the diplomacy slider - Some
floats would get converted incorrection during research planning causing the LUA
for tech research to terminate. * Diplomatic AI - Fixed several issues with DoW
and preparations for DoW - Diplomatic AI now replies a bit quicker. - Soviet
Union will no longer attempt repeatedly attack the germans after the bitter
peace. - Non-Neutral countries are less likely to spam out offers of military
access now. * Misc - Optimized mission selection for spies in countries without
spies - Fixed an issue with theatres not always updating their borders when
neighboring provinces changed controller - Theatres: Corrected a problem with
bad theatre merges (e.g. East Prussia being given to OB West.) - Theatres: Fixed
a bug with Pure AI theatres switching HQ units and losing their plans
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Gamebalance Changes
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* Supply
- Being completely out of supply now reduces organisation daily. - Air
Transports can now ship less supplies. - Rewrote supply logisitics definitions
to properly handle connected areas between puppets and non-puppets. - Supply
networks is now country+puppet specific, and no longer common for entire
alliance. - Landlocked areas without supply sources will now attach to other
supply networks if possible. * Partisans & Revolts - Partisans are now slightly
more common. - Partisans is now increasing supply tax far more. - Revolt risk
now reduces resource, manpower and IC from that province. - Improved police
brigade is now a bit better at improving suppression. - Police Brigades now
costs a little less manpower to build. - Suppression is now checked for up to 2
provinces away. - Occupation policies now impact resource gain as well. - Weaker
occupation policies are no longer as good for getting manpower & leadership. -
Revoltrisk is now applied after nationalism is calculated, so impact on RR
works. - Nationalism is a bit more powerful now, but there is no longer a
minimum revolt risk. * Technology - Updated starting techs for: Australia,
Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece,
Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain,
Republican Spain, Sweden, Turkey & Yugoslavia. - Fuel and Supply consumption
increases from technology gains are now percentage instead of absolute. -
Increased fuel-usage by about 15% for all units. - Fixed research progress,
could start do diverge, making it impossible to finish. - Research efficiency
techs now work properly. * Diplomacy - Increased the proximity impact on
alignment. - Revanschism is now scaled by victory percentage of a faction, where
higher is making the countries less likely to care about it, and lower makes
them far more likely to pushed away. - Reduced threat caused by combat and
construction significantly. - There's no longer possible to revoke an embargo
against a country you're at war with. - It is now possible to declare war on a
country you're guaranteeing. - Only majors can now influence countries. - It is
now possible to cancel trade agreements with govs in exile. - Guarantees will
now put you automatically in a war. - No longer possible to send theatre HQs as
expeditionary forces through diplomacy. * Land - Engineers are now much better
at defending in all rough terrain. - Engineers now gives nice bonuses to
defending. - Tweaked stats of several support brigades, strenghening some and
weakening others. - Decreased strength damage from combat by 20%. - Paratroopers
now requires more officers, and have a slightly worse base hard attack. - Its no
longer possible to extend the radio range of a HQ by stacking some tank brigades
with a big radio strength together with it. - Suppression can no longer
propagate over water. - AA Carriage Sights now increases soft attack slightly as
well for AA brigades. - Bergsjaegers now gets more benefits from mountain
warfare equipment. - Damage to org on divisions are no longer scaled by strength
of the brigade, but evenly. - Orders are now cleared when loading on a navy or
air. - Movement modifiers for river crossing now works. - Engineer Assault
Equipment is now giving more bonuses to engineers. - Garrisons now get a little
bit better attack values from each tech. - Organisation is no longer reset at
load. - Expeditionary forces now use and affect officer ratio of their country
of origin. - Retreating units are now moving slightly quicker. - Tweaked the
offensive penalties on AT to be slightly higher. * Air - Air units that are
based in hostile territory will now try to rebase in their daily update and be
destroyed if they fail. - Stationary AA is now slightly more powerful. - Severly
reduced the effect of strategic bombing. - Close Air Support and Tactical
bombing is now twice as good. - AA on landunits is now a fair bit better. - All
types of AA can now fire occasionally even if modified value is <1%, (using same
algoritm as normal combat now.) - Air combat is now slightly bloodier. - Added a
few more restrictions to how nuke missions can be assigned. - Fixed quite a few
issues with air units being counted as land units for some evaluation purposes
(as retreats etc.) - Logistical bombing now also targets fuel stockpiles. -
Current base size, and the amount of ships/planes based there now affects org
regain for naval and air units. * Navy - A fleet containing carriers will no
longer attempt to close with an enemy fleet, but a faster enemy may force a
closing. - Units on naval patrol now avoids stronger fleets if on defensive or
passive stance. - Severly decreased the cost of building cags, but lengthened
the time to be similar to carrier builds. - Fixed problem with navies not being
able to escape hostile ports into certain provinces (gibraltar, panama...). -
Effective visibility can never be below 1 when detect checks are made now. -
Fixed an exploit with navy and air ranges. - SH BB is now affected by doctrines.
- Fleets on orders should no longer go through blockaded straits. - Convoys are
now checking if baltic is properly locked for trading purposes. * Submarines -
Worse positioning for submarines - "Fleet_auxiliary_submarine_doctrine�
and �trade_interdiction_submarine_doctrine� change boni and get
them raised. - Higher org and morale by submarine_crew_training. - Increase in
positioning by Acoustic torpedo tech. - Better Sea attack on Submarines. -
Upgradable AA on Submarines. - IC cost slightly reduced on Submarines. -
Visibility dependent on Hull tech. - Hull tech don�t increase Sea
defence. - Hull tech got higher difficulty. - Included a
�Sea_defence� boni in �Sonar� tech. -
�Sonar� tech got increased difficulty. - Smallwarship_asw
increased difficulty. - Light Cruisers got slightly worse Sub_attack by
Smallwarship_asw. - Increase of difficulty of submarine_technology. - Slight
decrease in Convoy Raiding on submarines. - Effect of Seawolf trait increased
100%. * Strategic Warfare - Damage done to convoys now impact National Unity
hits. - Tweaked up the NU impact from attacking convoys severly. - Strength
damage to convoy raiders is now far less, and its mostly org losses inflicted
from escorts. - Decreased impact from ASW on sub warfare. - Supporting parties
through spies is now more potent. - Spies from a friendly country trying to do
hostile actions will now be dealt with like all other counter espionage targets.
* Production - Rocket Tests and Nuclear Reactors now give far more practical
when built. - Escorts and convoys are now a fair bit more expensive to build. -
Reserves cost modifier is now applied correctly as a percentage of cost. -
Building ships now properly draws manpower at construciton for entire series. -
Constructions now keep track of actual manpower used and restores that amount
instead of calculating current cost when cancelling. - Practical increases is
now depending on the laws set when a construction is started (and in a serial,
at every start.) - The strength of a reserve unit when constructed is depending
on the laws that were when the production was started. * Weather - Winters can
now be much colder. - Cold winters now slow down movement much more, with same
threshold as landcombat impact. - Severly increased the penalty for offensive
combat in extreme cold. * Manpower & Leadership - Service by Requirement now
gives far more manpower. - Soviet Union now gets more manpower from their
decisions. - Increased manpower in Soviet Union by about 25%. - Manpower is now
added daily instead of monthly. - Lowered manpower returns when demobilizing. -
Demobilising should now cap the strength of units properly when the manpower is
returned. - Added leadership to Holland, Belgium, Canada, Australia, Norway,
Sweden, Denmark, Finland, Czechoslovakia & Hungary. * Leaders & Ministers -
Doubled xp gain from leaders. - Leader auto-assignment now handles river
crossing trait correctly. - Pigheaded isolationist now impact suspeptibility
instead of neutrality. - Communists can now enact draft laws if good national
unity.
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Interface Improvements
----------------------------------------------------------------------- - The
game may support higher resolutions. - Added a tooltip for port throughput in
supply mapmode. - Colorized and tweaked the tooltips for supply mapmode. -
Improved coloration in revoltrisk mapmode. - Fixed exploit of using cursor to
spot enemy fleet presence with. - Minimap day/night is now displayed properly at
reload. - Foreigntroops alert is now checking controller, not owner of the
target province. - Research alert now checks the year for the next tech, not the
current tech. - Range checks are now applied properly in the order interface. -
Fixed chat output after selecting units. - Time impacts from practical knowledge
is now shown in correct percentages. - Added a tooltip to the mobilisation
button, detailing approximately how much manpower is needed to mobilise. - Added
tooltips to the deployment interface, so that is easier to see details of
military units there. - Improved the tooltip for national unit value, to show
the monthly change in detail. - The year trigger is now displayed correctly as
"at least". - Improved tooltip for money gain. - If you have trade automation
or full diplomatic automation on, you will no longer see messages about trade. -
Improved tooltips for resources in the production screen. - Fixed a few
precision errors with the production and leadership slider values. - Fixed
resetting sliders in production view. - Fixed production sliders going below
zero. - National Unity changes is now colored correctly when taking spy actions
into account as well. - Officer impact on org regain is now shown properly on
the org regain change value tooltip. - Corps no longer get "HQ" in their name.
- Each message about techlevel now shows exactly what that level will give you.
- Upgrading doctrines on a unit will no longer change the model name. - Fixed a
problem which caused some organisation bars to not show relative to the actual
maximum. - Fixed the display of expeditionary forces acceptance in the log.
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User Modding
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- Added a modifier called 'local_resources'. - It is now scriptable which
country is a major, in addition to the >100 IC check. - Added new date trigger,
to make year and month triggers more readable. - Added a "load_oob = filename"
effect. Use filename as a localisation tag for information. File to load must be
in the units catalog, and will be ADDED to the current OOB. - Exported alot
functions for handling flags and variables in the .lua script. - Added alot of
calculation functions for units and other things to the .lua script. - Full
details of all new .lua function at (
http://forum.paradoxplaza.com/forum/...7&postcount=27 )
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Performace and Stability
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Optimisations - Moved some optimizations from HTTT to HOI3. - Alot of
optimisations done, with focus on supply calculation, event engine and the AI. -
Optimized ai calculate odds. Large battles should not "freeze" the game
anymore. - Optimized space usage of flag file, and made it a power of 2, fixing
compability issues with some ATI cards. - Severe optimisation of framerate to
make the game feel more responsive. * Map - Map shader precision fix. ATI
miscolored provinces bug solved. - Solved border ati graphics problem. -
Underlying map-code have been rewritten, reducing the memory footprint
significantly. - Making a new map by modders will no longer take hours to
compress, but merely minutes. - The maprendering is now much quicker and should
work better with lesser cards. - Zhele(sp?) is no longer at two places on the
map. - Fixed a few duplicated seazones. * Stability - Fixed "Creating Rivers"
crashbug. - Fixed crash related to broken owner areas and the theatre ai. -
fixed crash in german diplomacy ai - Fixed crash when France surrenders. - Fixed
crash when Denmark surrenders. - Fixed Crash when Manchuku surrenders. - Fixed
crashbug related to unit shattering. - Fixed infinite loop in textbuffer. -
Fixed a problem which could cause crashes on some machines when starting the
game. - Fixed a crash bug with exp force theatre HQs * Savegames - Fixed another
corruption of savegames. - Radarstation status is now properly loaded when a
game is reloaded multiple times. - Bonus organisation is now properly loaded
from savegames and no longer lost. - Automatic deployment check box now set
correctly when loading a save game.
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Database Changes
----------------------------------------------------------------------- * Events
& Decisions - Fixed Danzig or War when Poland is part of the Axis - Added a few
random events with some positive effects. - Added an event for Vichy to
dissapear. - There is now a decision to create Mengkukuo * Scenario Setup -
Improved the fortress at Sevastopol. - Revised a few italian generals ranks to
fit the starting OOB's better. - Removed an erroneous army in the 1936 OOB for
France. - Fixed location of french airforce in 38 and 39 OOB's. - Revised a few
french generals ranks to fit the starting OOB's better. - Fixed a few broken
units in the Japanese 1941 OOB. - Added the missing picture of the Hungarian
leader Nemerey. - Added the missing picture for Italian general Appiotti. -
Plenty more head of states are now pigheaded isolationists. - Kwantung theatre
is now working properly in all scenarios. - USA, UK, France, Soviet, Italy,
Japan & Germany are now always major countries.