- Update v2.0.3:
- Fixed "Full House" achievement for the HRE
- Fixed a bug with choosing funds for custom army compositions
- Fixed a bug that sometimes caused your army on campaign to freeze and need to reload your save
- Fixed a visual bug when comparing certain weapons
- Reduced howitzer firing sounds slightly
- Fixed AI personality maluses that weren't working which reduce unit size (like Eugene reducing line infantry)
- Update v2.0.2:
- Visual:
- - Bust fixes for French marines (hat metal incorrect texture color)
- - Bust fixes for Swedish Gula Hussars (hat metal incorrect texture color)
- - High clouds removed as a game object. They decreased framerate and were barely noticeable unless you zoomed all the way out. And if you did that, they'd flicker on your screen
- - Adjusted sisu spirit text to specify the negative effects from weather are only being negated on the campaign map itself
- - Adjusted the Germantide achievement to reference the “Royal Prussian Army†not the “Cantonist Levies†any longer.
- - Fog setting in graphics options renamed to “Morning Mist†since it has no impact on the visuals for the foggy weather.
- - Adjusted the maximum zoom level when viewing unit trees to be more consistent
- - Fixed typo on Karabela Sabers showing up as basic even though they’re good quality
- Quality of Life:
- - Made an “Add All†button at shops for quick selling
- - Added a funds dropdown to mess around with custom compositions easier
- Sound:
- - Artillery impact sounds updated
- - Shatter sound on enemy units updated to be more distinct
- - Musket sounds were originally being reduced in pitch between -0.8 to 0.0 which means anytime a gunshot sound plays it was making it lower pitch by a random amount. This has been changed to be -0.2 to 0.6, so now the pitch can still come out slightly lower, but there’s a much greater chance for the sound to come out at a higher pitch which should make the muskets sound a little less muffled/bassy.
- - Howitzer gun sound slightly reduced in volume
- - Cannon ball impact sounds increased in volume
- Bugfixes
- - Items can no longer be free to purchase, even if you stack modifiers. The minimum price is now at least 5 thalers.
- - Light infantry can no longer be exploited to use volley fire by selecting a group and toggling between free fire/volley fire
- - Fixed a bug where sometimes the enemy HQ’s bust would appear invisible
- - Fixed a bug where the bayonet wasn’t reducing reload speed properly in battle
- - Fixed a bug where sometimes when you removed certain skills they were staying applied to that officer despite having been removed
- - Fixed a bug where the gold/silver highlights for items wasn’t appearing in battle
- AI Changes
- - AI is more willing to target your light infantry with gunfire
- - AI is less willing to fire its artillery into melees, which should make it less frustrating when you charge in
- - AI infantry is more willing to charge your artillery if its exposed
- - AI improvements to being defensive, they should less exposed while reorganizing their lines if you assault their position
- - Carolean personality now regains its morale at -30% instead of -25% speed. It also takes slightly longer before it mass-commits to the charges.
- Gameplay
- UNITS
- Now that the update is live, we noticed that large units were consistently outperforming many of the smaller units. We think this has mainly happened because a lot of unit trees got “converged†alternatives and so there has been a big inflation in the amount of hefty units. The theme of these balance changes is to slightly decrease the staying power of the largest units in the game and to slightly buff the performance of the smallest units.
- PRUSSIA
- - All Prussian and Freikorps infantry sprint speed reduced by -5, as they were as fast or in some cases faster than highlanders. I kept the highest-tier Prussian infantry a little faster though, namely the Freikorps veteran musketeers & grenadiers.
- - Prussian cuirassiers gain +5 stamina, as it was so low that on charges they’d immediately become tired
- AUSTRIA
- - Modense troops gain +5 melee and the grenadiers gain +5 charge: since their units are so small they would perform worse against larger units
- - Austrian reformed fusiliers gain +5 charge: compared to other units of the same size they are generally weaker
- - Hungarian reformed fusiliers gain +5 charge: their charge wasn’t too high even though the Hungarian branch is meant to specialize in this. It also meant you were better off taking Hungarian grenadiers always.
- - Hungarian infantry gain +5 reload: Using Hungarians in shootouts is slightly more viable now before committing to a charge.
- - Hungarian infantry lose -5 melee: Hungarian units can be quite large, and as a nationality they seemed generally better than other melee-oriented picks when playing as Austria.
- RUSSIA
- - Baseline Russian infantry morale reduced by 5 (except for the Serf recruits): Russian units are particularly large, so they naturally take less morale damage from casualties, as each loss represents a smaller percentage of their total strength. For example, losing 100 men from a 2,000-man regiment means 5% casualties, compared to 10% for a 1,000-man regiment.
- - Life Guards & Grenadier Guards morale reduced by a total of 10 instead of 5: their main strength is how big they are. The Russian Grenadier Guards’ reload reduced by -5
- - Russian Life Guards & Grenadier guards no longer gain +5 speed: they go up to 2,000 manpower and their speed was the same as much smaller units like 1,000-man British grenadiers which seemed wrong.
- - Russian settled hussars’ melee increased by +5: they overlapped with the Hetmanate cossacks too much.
- - Slobodian cossacks’ accuracy increased by +5: they are otherwise a less interesting pick compared to other cossacks.
- - Observation grenadiers gain +5 melee and +5 reload to make them a more viable pick over just regular Russian grenadiers.
- - Pandur grenadiers gain +5 morale due to their small size, and +5 movement speed
- - Perobrazhenskiy Life Guards’ charge reduced by -5 due to their massive size and otherwise very good shooting/morale stats.
- - Russian 1st Grenadiers gain +5 charge due to their smaller size relative to other renowned Russian units.
- - Russian cuirassiers gain +5 stamina, as it was so low that on charges they’d immediately become tired
- BRITAIN
- - Brunswicker troops gain +5 morale because of their small size, except for the converged grenadiers and regular grenadiers.
- - Highland grenadiers & veteran grenadiers gain +5 morale to be on par with British grenadiers due to their small size.
- - Highland units gain +5 charge across the board to hyper-specialize them in charging, as their other stats aren’t particularly exceptional and they are a small unit.
- - Campbell’s Highlanders’ stamina increased by +5.
- FRANCE
- - All Irish units gain +5 melee, their small size meant they were not worth picking over larger French units.
- - French mainline units lose -5 morale (except for royal recruits who remain the same), their size means they take less morale damage overall, similar to my explanation for why the Russians lost morale.
- - French mainline units lose -5 speed because of their size, it also makes the irish/swiss/german units a better pick for mobility.
- - French veteran fusiliers & guards lose -5 melee and reload due to large size.
- - Swedish Fusilier renowned unit run speed reduced by -5 due to size.
- - French marines reworked to be a smaller unit that specializes in speed/stamina/melee instead of being a larger unit focused on defensive melee stats and reload.
- - French Royal Scots go up to 1400 men instead of 1200.
- HRE
- - HRE converged Kreis grenadiers and musketeers no longer gain +5 morale and +5 stamina at their final tier. They are a massive unit similar to the French/Russians and were overperforming.
- - HRE Kreis grenadiers’ charge -5, they already carry a ton of weight into their charges due to their size.
- - Saxon infantry lose -5 stamina across the board except for the foot guards and grenadier guards. Their units have practically no weaknesses and they are at a decent size, so this gives them a slight malus.
- - Saxon infantry speed lose -5 across the board. There is now a greater reason that you may want to pick up Palatine/Bavarian/Wurttemberg troops who are a bit more agile.
- - Bavarian life guards lose -5 melee. Bavarians should be specializing more in shooting and there are plenty of melee alternatives.
- - Swiss Lifeguards gain +5 reload. They are a very tiny unit and needed a little more combat power.
- SWEDEN
- - Finnish grenadiers & veteran grenadiers gain +5 morale. They are a small unit and needed more staying power.
- POLISH-LITHUANIAN
- - All Lithuanian infantry gain +5 charge, they are smaller than the Polish units and needed to compensate for the lack of size.
- - Lithuanian grenadiers gain +5 morale. Same rationale as above.
- - Veteran Magnate musketeers gain +5 accuracy. Their small size meant they were underperforming in shootouts against inferior units.
- - Free Company Fusiliers gain +10 morale. Seemed like a weak light infantry unit.
- GLOBAL
- - Brace speed change reverted. I had increased the speed at which units braced while also increasing the effectiveness at bracing. I think brace effectiveness was good, but units can brace too quickly now and repel charges at ease.
- - Open order skirmishers now deal +20% more damage instead of +15% while firing in open order, making them a slightly deadlier threat if you don’t deal with them quick enough
- - Reduced forts needed to destroy in Act 3’s mission from 4 to 3 since there’s not much time
- - Battalion artillery no longer loses accuracy when it upgrades into field artillery. The upgrade of getting two extra guns for your battery is a big enough buff.
- ARTILLERY
- - Limber chest change reverted, I had reduced the limber chest ammo reduction worse by 5% in the anniversary update but I think this was the wrong choice. They’ve been returned to the regular ammo reduction values.
- - Artillery should be dealing much higher morale damage (about twice as much). This also applies to things like canister shot.
- - Canister shot has less falloff damage now so it should be a little more consistent
- - Artillery range increased slightly, most noticeably on the lower-tier guns. Brummer range down by -5, geschwindstuck range reduced by -10, shuvalov range increased by +10
- - The 1-pounder training cannon now takes 10 seconds longer to reload
- - The cost of all iron-tier guns has gone down in price by about -40%
- - The cost of buying battalion-artillery units has gone down by about -25% for all nations
- Update v2.0.1:
- Visual:
- - Improved the look of the shaders on good/excellent items to not be too thick (was a problem on specific resolutions)
- - Fixed localization issue on auto-resolve results
- - Updated unit trees to have higher maximum zoom-out level so you can view a full tree without needing to scroll
- - Fixed sound effect not playing when user clicks “Allow Coalition Armiesâ€
- - French Guard Fusilier bust updated to have darker uniform
- - Improved volume balancing of the new howitzer artillery sound effect
- - Fixed some new officer hat sizes
- Gameplay:
- AI
- - Each AI personality has its own preference to how close it wants to get to the player’s lines before firing. Some of the ones that stood further away struggled to get into a firing position, so they’ve been updated to get a little closer.
- - Fixed AI Carolean Doctrine fixed to have its malus be slower morale recovery speed, whereas it was previously reducing reload speed
- - Liechtenstein now suffers -25% cavalry combat effectiveness instead of -10%. This personality should also be more commonly seen.
- - Vaubans’ effects changed from range & move speed loss to instead be stamina recovery speed -50% and stamina -20%. This is because the AI behaves poorly when it has its range reduced. And slower speed on a defensive AI isn’t noticeable.
- - Since Vauban inherited stamina maluses, we changed Coehoorn’s stamina loss to instead be an army-wide army melee -25%
- - Marlborough now suffers infantry melee -20% instead of army melee -20% since its other malus of melee damage received had been recently increased up to +20% for the whole army
- Units/Combat
- - Buffed Freikorps infantry stats slightly (accuracy and melee).
- - Fixed a bug where the stamina malus on bayonets wasn’t being applied properly
- - Slightly reduced the move speed on artillery which had been accidentally made to be too fast
- Traits
- - Intimidating trait corrected to be 10% morale damage instead of 20%.
- - Rustic trait, was missing the movement speed buff for farmland
- - Independent trait, forage modifier was deactivated
- - Lavish trait, morale & stamina were not hooked up correctly
- Doctrine
- - Gunsmiths doctrine buffed to be +15 ammo daily instead of +5
- - Reformed Commissariat doctrine changed from -25% item slot cost to -30%
- - Fixed a bug which broke Entrenched Commanders doctrine on Russia
- - Fixed a bug which broke the Pomeranian Corps’ doctrine on Sweden
- - Fixed a bug that broke Mass Mobilization doctrine
- - Fixed a bug that broke Melee Discipline doctrine
- - Fixed a bug that broke Sveaborg Principle in Swedish military school
- - Fixed Concealed Skirmishing: Light Infantry would only get cover bonus in forests. Now they get cover effectiveness everywhere.
- - Fixed Free Imperial Knights fixed so that Infantry and Cavalry morale recovery speed to be affected in command radius.
- - Fixed The White Horse, corrected its malus to be lower morale outside of command radius rather than lower combat effectiveness
- Other
- - Fixed encounters in Act 3 which provided a recruit-tier unit. Recruits couldn’t appear in act 3 so the encounter would break.
- Update v2.0.0:
- NEW UNITS
- PRUSSIA
- Prussian Guard Musketeers
- Prussian Grenadier Guards
- Prussian Frei-Infantry Veteran Jagers
- Prussian Veteran Hussars
- Prussian Veteran Dragoons
- Prussian Veteran Cuirassiers
- Prussian Saxon Conscripts
- Prussian Saxon Musketeers
- Prussian Saxon Fusiliers
- Prussian Saxon Grenadiers
- Prussian Saxon Converged Grenadiers
- Prussian Freikorps Volunteers
- Prussian Freikorps Veteran Dragoons
- Freikorps Converged Jägers
- Freikorps Converged Artillery
- Renowned unit changes (because the original unit got integrated into main tree)
- The Le Noble Jagers replaced with the Green Croats
- The Grenadier Guards replaced with the Bosniaks
- BRITAIN
- Highland Fencibles
- Highland Converged Foot
- British Veteran Grenadiers
- British Royal Artillery
- British Veteran Light Dragoons
- British Dragoon Guards
- British Horse Grenadier Guards
- British Horse
- British Horse Guards
- Subsidy Hussars
- Subsidy Veteran Hussars
- Hanoverian Guard Cavalry
- Hanoverian Dragoons
- Hessian Life Cavalry
- Hanoverian Foot Guards
- Hanoverian Grenadier Guards
- Subsidy Veteran Jagers
- Brunswicker Veteran Musketeers
- Brunswicker Life Guards
- Brunswicker Converged Grenadiers
- Hessian Life Guards
- Hessian Veteran Grenadiers
- Subsidy Veteran Artillery
- Renowned unit changes (because the original unit got integrated into main tree)
- The Hanoverian Foot Guards replaced with The Hanoverian Horse Grenadiers
- The Horse Grenadier Guards replaced with The Queen's Troop of Guards
- The Royal Horse Guards replaced with The 90th Foot
- FRANCE
- French Guard Fusiliers
- French Chevauxleger
- French Veteran Dragoons
- French Veteran Hussars
- Irish Volunteers
- Irish Converged Fusiliers
- Irish Converged Grenadiers
- Swiss Levies
- Swiss Veteran Grenadiers
- Italian Volunteers
- Italian Fusiliers
- Italian Royal Fusiliers
- Italian Grenadiers
- Italian Royal Grenadiers
- French Royal Artillery
- French Veteran Chasseurs
- French Converged Chasseurs
- Volontaires Veteran Hussars
- Volontaires Veteran Dragoons
- German Converged Fusiliers
- German Converged Grenadiers
- Renowned unit changes (because the original unit got integrated into main tree)
- The Diesbach Fusiliers replaced with The French Marines
- The French Guards replaced with The Gendarmerie Guard
- AUSTRIA
- Austrian Reformed Fusiliers
- Austrian Reformed Grenadiers
- Austrian Forstjagers
- Austrian Reformed Jagers
- Austrian Reformed Horse Grenadiers
- Austrian Reformed Cuirassiers
- Austrian Reformed Dragoons
- Netherlander Reformed Fusiliers
- Netherlander Grenadiers
- Netherlander Reformed Grenadiers
- Netherlander Battalion Artillery
- Wurzburger Fusiliers
- Wurzburger Veteran Fusiliers
- Wurzburger Reformed Fusiliers
- Wurzburger Grenadiers
- Wurzburger Reformed Grenadiers
- Modense Fusiliers
- Modenese Veteran Fusiliers
- Modenese Foot Guards
- Modenese Grenadiers
- Modenese Grenadier Guards
- Modenese Battalion Artillery
- Modenese Field Artillery
- Hungarian Reformed Hussars
- Hungarian Reformed Fusiliers
- Hungarian Reformed Grenadiers
- Grenzer Reformed Hussars
- Grenzer Reformed Sharpshooters
- Grenzer Reformed Fusiliers
- Grenzer Reformed Grenadiers
- RUSSIA
- Russian Life Guards
- Russian Grenadier Guards
- Russian Horse Artillery
- Russian Life Cuirassiers
- Russian Veteran Horse Grenadiers
- Russian Veteran Dragoons
- Observation Veteran Grenadiers
- Observation Bombardier Artillery
- Yaik Cossacks
- Frontier Hussars
- Pandurs
- Pandur Veteran Grenadiers
- HOLY ROMAN EMPIRE
- Kreis Converged Musketeers
- Kreis Converged Grenadiers
- Wurttemberger Veteran Jagers
- Wurttemberger Veteran Musketeers
- Wurttemberger Foot Guards
- Wurttemberger Grenadier Guards
- Palatine Foot Guards
- Palatine Grenadier Guards
- Bavarian Life Guards
- Bavarian Grenadiers
- Bavarian Life Grenadiers
- Imperial Converged Artillery
- Imperial Converged Hussars
- Imperial Converged Dragoons
- Imperial Converged Cuirassiers
- Saxon Veteran Chevauxlegers
- Saxon Veteran Tartar Cavalry
- Saxon Guard Cuirassiers
- Saxon Veteran Jagers
- Saxon Foot Guards
- Saxon Grenadier Guards
- Renowned unit changes (because the original unit got integrated into main tree)
- The Saxon Foot Guards replaced with The Swiss Lifeguards
- The Palatine Guard Grenadiers replaced with The Kurmainz Grenadiers
- SWEDEN
- Finnish Vargering
- Swedish Vargering
- Finnish Sharpshooters
- Finnish Veteran Sharpshooters
- Finnish Veteran Grenadiers
- Swedish Life Grenadiers
- Swedish Veteran Dragoons
- Swedish Life Cavalry
- Pomeranian Veteran Jagers
- Varvade Life Guards
- Mecklenburger Landmiliz
- Mecklenburger Converged Musketeers
- Mecklenburger Converged Grenadiers
- Mecklenburger Veteran Artillery
- Renowned unit changes (because the original unit got integrated into main tree)
- The Bohuslan Dragoons replaced with The Abo Lans Musketeers
- The Swedish Horse Life Guards replaced with The Gula Hussars
- POLAND-LITHUANIA
- Polish Militia
- Polish Foot Guards
- Polish Veteran Grenadiers
- Polish Dragoon Guards
- Polish Veteran Artillery
- Lithuanian Militia
- Lithuanian Dragoon Guards
- Lithuanian Foot Guards
- Lithuanian Veteran Grenadiers
- Liuthuanian Veteran Artillery
- Polish Light Cavalry
- Polish Converged Cavalry
- Lipka Veteran Uhlans
- Hungarian Converged Infantry
- Polish Converged Janissaries
- Magnate Veteran Cavalry
- Magnate Veteran Musketeers
- Magnate Veteran Grenadiers
- Magnate Veteran Artillery
- Renowned unit changes (because the original unit got integrated into main tree)
- The Polish Foot Guards replaced with The Polish Cossacks
- The Lithuanian Foot Guards replaced with Grand Bulawa Hajduks
- The Polish Dragoon Guards replaced with The King's Hussars
- The Lithuanian Dragoon Guards replaced with The Grand Bulawa Musketeers
- A big thank you to O.H. for working with us to integrate many of the units from his mod
- https://steamcommunity.com/sharedfiles/filedetails/?id=3705299977
- AI IMPROVEMENTS
- Personality Rework
- All personalities in the game were completely rebuilt from the ground-up. First, I adjusted the colors on them to be more diverse so there was less overlap between icons.
- Next, I renamed many doctrines after more relevant military reformers from the 1640s-1730s. They now each have a very distinct personality with clear strengths and weaknesses. Functionally, the AI behaves differently between each personality as well. Each one has its own threshold for when it should use column, how aggressive it should be with cavalry, how willing it is to flank, how willing it is to defend, what kind of defensive stance it should build (a stubborn entrenched defense or a loose defense that can be aggro'd), and many more parameters. I want to be clear that the personalities are not simply stat adjustments. The reason the AI is getting different buffs is to mimic the player; the player picks up several doctrines throughout the campaign, but the AI has none. So this is a way for each AI army to have its own way of fighting.
- General Changes
- Defensive AI is more willing to break its position and attack you if it’s suffered higher losses than you have. It now considers its army’s morale as well. If you haven’t inflicted many casualties, but have routed a few units, it’s more willing to commit itself to a counterattack.
- The AI now deploys in columns to reach its position. It can reform marching column if it finds itself far away from combat. The threshold in whether or not the AI wishes to form a column is dependent on the type of doctrine/personality it’s using.
- All AI personalities have been remade from scratch to be more distinctive. It is more necessary to pay attention to the type of doctrine the AI is using. We now display its personality more prominently alongside the weather during deployment since both of these factors have been made more potent.
- The AI will bunch up slightly less, it is more willing to space itself out and wrap around your position.
- AI is far less interested in targeting your light infantry with its infantry and will now mostly try and target your line infantry in ranged combat, and charge the light infantry if the opportunity presents itself
- AI can now see if there’s an ongoing melee that they’re losing and can rush in more units to try and turn the tide
- AI is a little less willing to fight in water terrain. If it gets positioned on the edge of a river at an awkward angle, it also will no longer be stuck in a loop walking forward to get into range but then walking backward to get out of the water. Instead, it’ll simply push further into the player’s range in order to get over the river.
- The AI now has a bias to utilize certain item types based on its personality. For example, an offensive personality will more likely bring items that improve its charge/melee.
- Some officer traits have been removed from the pool of AI officers because they purely give logistics/campaign effects that aren’t relevant in a battle.
- AI cavalry to be more opportunistic in looking for targets to flank
- AI no longer needs to wait until every single unit is in perfect position in order to continue advancing
- Fixes to AI cavalry who would sometimes stutter while following/guarding infantry
- AI now monitors its entire army’s morale status instead of just evaluating its casualty status. This is more informative to know if it needs to apply pressure in charges and pull units out of reserve.
- WEATHER
- Reworks
- Weather has been reworked to be intensified. You can see the values for its campaign and battle effects here
- And the battle effects here
- If you scroll to the bottom under visual changes you can see that we've also updated all of the post-processing effects to be completely unique based on the season and weather you're in. We've also redone all the rain/snow effects to be better for performance and also more noticeable on screen.
- MAP REWORKS
- NEW MAPS
- Map20 added, forest-based
- Map21 added, even more forests
- Map22 added, based around an orchard
- Map23 added, a village
- Map24 added, lots of open fields with canals
- Map25 added, tons of sprawling farmland/hedges
- Map26 added, has a royal estate
- Map27 added, has a big hilltop with ruins
- Map28 added, has two big hills
- Map29 added, has a small town with a river
- Map30 added, has a big city with a river
- Map31 added, has a small village
- Map32 added, based on Zorndorf
- Map34 added, a more open field map
- Map35 added, based on Hastenbeck
- Huge thanks to modders Ftmch and Defyss for providing their maps for the update. Check out their mods here:
- https://steamcommunity.com/sharedfiles/filedetails/?id=3774908971
- https://steamcommunity.com/sharedfiles/filedetails/?id=3639305250
- OLD MAPS
- All old maps (1-19) were updated to include more texture variety and more cover opportunities
- Example of an old map
- New version of the same map. You'll notice more cover, and less of a yellow-tint
- Another old map
- New version
- SPAWN POSITIONS
- All maps now have a chance of their spawn positions being offset, leading to asymmetrical engagements.
- ARMY COMPOSITIONS
- There were many changes made to the starting armies that it wouldn't be possible for me to detail all of them. I'll provide the overview here:
- BRITAIN
- British starting composition had its officer buffed to include fire by rank! The highlanders were swapped to Fencibles. Veterancy gain reduced to +15%
- Hanoverian army now starts with guard cavalry!
- Subsidy Troops' starting items completely redone from scratch to be high-tier thematic equipment. Their jager was promoted to a veteran, and the grenadier was swapped to a Hessian. The old Hessian musketeer swapped to a Brunswicker musketeer. The doctrine now reduces item costs by -60% instead of by -40%, but the malus is now increased to +40% instead of +35%.
- AUSTRIA
- Austria's crownland corps has a new Auxiliary recruit to start with.
- Border troops drop -5% range (+20% light infantry range now) because it was causing problems when stacked and the AI wouldn't know how to respond when its artillery was outranged by the player's light infantry. I believe we also upgraded some of its starting deployables
- Hungarians now buff +15% charge to ALL of their Hungarian units not just hussars, making the composition much more dynamic. The downside was also changed not to penalize you for using infantry; I find that army comps that force you to play in one single way are quite boring. The new malus is +10% more stamina loss in prolonged melee, so the army is geared toward hit-and-run.
- PRUSSIA
- Prussian Cantonists rebranded to the Royal Prussian Army. They now start with a Landmiliz, and an excellent Potzdam. Their doctrine has been changed to Oblique Order (+20% flanking fire damage) so now they have an actual playstyle; the old Canton system is now a doctrine that all Prussian compositions can find during a playthrough. The Prussian officer (Anhalt-Dessau) now is a rank 3 officer and starts with "Tactical" which gives him a flanking bonus, playing into the Oblique Order.
- The Freikorps' bonus was also changed because it wasn't a real playstyle (used to provide higher prisoner rewards, but this simply means you earn more money/resources anytime you fight battles). It's now a bonus that provides a free unit anytime you raid a city or village. The downside is that shattered units will suffer higher losses, which I think is a better malus than constantly bleeding manpower. Its Jagers were promoted to veteran jagers. Von Kleist has a new officer trait called "Unsparing" which makes raiding more lucrative.
- Old Corps have a good canteen and its officer, von Schwerin, now has the "Stoic" trait which improves all forms of morale and reduces fire damage. Its malus was changed however to be "Heavy infantry upgrade cost +1" instead of increasing upgrade cost for ALL other units. This was done for the same reason I changed the Hungarian doctrine. It's not fun when the game punishes you if you deviate from the meta strategy. If the Old Corps gain heavy infantry combat effectiveness, you should still be able to build out cavalry, artillery, etc. And having to work a little extra hard to get the maxed out Grenadier Guard with +15% CE makes more sense.
- RUSSIA
- Russia's Imperial Army starts with a cuirassier sword for its cavalry now but its spirit rations are now good-quality instead of excellent. Cavalry unit downgraded to be a garrison cavalry.
- Observation Corps get a good entrenching tool & axe to start. Its bonus changed to provide cover effectiveness only to infantry.
- Steppe raiders had its malus changed to a +50% chance of notifying the HQ while raiding. This adds some risk & reward when you raid. You'll become rich, but you may need to face the main enemy army sooner. It starts with 4 units now so it can get off the ground faster and make more money while raiding.
- FRANCE
- French Lower Rhine army loses its starting bayonet. I did a cost analysis of every composition in the game and because they start with 5 units, 2 officers, and a brigade slot already open, they had the greatest advantage compared to all other compositions. I also adjusted their starting resources to be a bit more balanced.
- No changes for Light Corps.
- King's Household starting breastplate upgraded to excellent. Their Swiss Fusiliers demoted to Swiss levies. I believe the cavalry melee damage received buff got reduced so is now -15% instead of -20%.
- HOLY ROMAN EMPIRE
- I don't believe any big changes were made to the Kreis Contingent. They are naturally stronger though now because their buff of +0.5% combat effectiveness per unique unit is much easier to utilize since they have a much expanded roster.
- Saxon Army starts off with Forstjagers now. They lost most of their insight though. Their doctrine generates +25% more reservists instead of +50% more.
- The Auxiliary Corps' officer is now a level 4, the highest in the game. However, he has no traits at all. When you begin the game you can immediately randomly roll 4 traits for him which fits very thematically with the gambling theme of this composition.
- SWEDEN
- Swedish Indelta Forces now start with 50% military research to give them a better head-start. They now start with a dragoon instead of a provincial cavalry.
- The Varvade Composition now has a Mecklenburger Field Artillery. its starting cannon has also been upgraded to a bronze 12-pounder. The doctrine bonus has been buffed to be a -40% discount on treatises/staff officers.
- Pomeranian Corps have a new bonus which is a combat effectiveness buff in cover for light cavalry and light infantry by +10%. However they suffer +10% morale damage received. Their starting officer is now a level-3 and starts with a new trait called "Patient." One of his old traits was also changed to "Independent."
- POLAND-LITHUANIA
- The Commonwealth Army starts with higher Sejm power. It also starts with a Veteran Polish Musketeer and Veteran Lithuanian Musketeer.
- The Noble Cavalcade malus is now that their cavalry take +10% extra fire damage instead of nerfing the stamina of all non-cavalry units. This will let you build a more interesting and dynamic army instead of being forced to spam all cavalry.
- The Magnate Militia now starts with a level-3 officer who gets "Resourceful." The starting army was updated to include Hungarian Infantry and a Converged Janissary unit so they have a much easier start.
- I'm sure there's some other minor changes I've missed, but that should be the bulk of them!
- DOCTRINES/TRAITS
- There are simply too many changes to the doctrines & traits to list, but you can view them all now within the game's custom army builder. I will, however, list all of the brand new traits and doctrines added to the game!
- NEW DOCTRINES
- Dragoon Tactics
- Increased Rations
- Sharpshooter Tactics
- Mounted Vanguard
- Religious Hymns
- Fresh Footwear
- Scorched Earth
- Local Procurement
- Guard Corps
- Concealed Skirmishing
- Free Company
- Converged Squadrons (PLC/SWE DLC)
- NEW OFFICER TRAITS
- Patient
- Conscientious
- Stoic
- Unsparing
- Independent
- ITEMS
- All items in the game have been adjusted slightly. Unfortunately, only a portion of these changes were logged.
- Gilded Spontoons Morale reduced from 6/7/8 to 4/5/6 per quality level
- Halberds Experience Gain increased from 4%/6%/8% to 5%/10%/15% per quality level
- Regimental Staff Chaplain Morale reduced from 4/6/8 to 4/5/6 per quality level, also replaced the Casualty Replenishment as its secondary bonus to Morale Damage Received as the Casualty Replenishment part really clashed with the purpose of the Surgeon who looks like an inferior alternative to the Chaplain, so with this change the Chaplain is a pure Morale item
- Regimental Staff Quartermaster got the Morale Damage Received secondary bonus replaced with Morale Regain Rate, it now synergizes really well with Spontoons
- Field Musicians Morale reduced from 6/8/10 to 4/6/8 per quality level, but increased its Move Speed bonus from 4/5/6 to 6/7/8
- Improved Haversacks Morale adjusted from 2/4/6 to 3/4/5 per quality level, also increased its Move Speed bonus from 2/3/4 to 3/4/5 per quality level
- Large Haversacks Morale reduced from 4/6/8 to 4/5/6 per quality level, also increased its Stamina bonus from 3/4/5 to 4/5/6 per quality level
- Sturdy Boots Cavalry Item got a secondary bonus alongside bonus Stamina, it now provides a small Move Speed bonus 2/3/4 per quality level
- Greatcoats Melee Damage Received increased from 4%/6%/8% to 6%/8%/10% per quality level
- Iron Skullcaps Cavalry Item got a secondary bonus alongside Melee Damage Received, it now provides a small amount of Stamina Recovery 10%/15%/20% per quality level
- Cross Pendant Morale reduced from 4/6/8 to 3/4/5 per quality level
- All Mascots Morale reduced from 10 to 8
- Friesian Horses Melee reduced from 6/8/10 to 4/6/8 per quality level
- Horseshoe got the Stamina bonus replaced with Stamina Recovery bonus 30/40/50 and the Move Speed bonus increased from 2/3/4 to 3/4/5 per quality level
- Artillery horses item provide move speed increments of 12/16/20 instead of 8/10/12. However the stamina gain is now 4/6/8 instead of 6/8/10.
- and more...
- COMBAT
- All aspects of combat were changed for this update, including global accuracy, morale penalties, weapon stats, charge exhaustion, etc. There were new mechanics as well like improvements to melee calculations so that units with very high melee stats are more effective at bracing when facing off against a unit with a poor charge stat. There are simply too many of these changes to list, so I will list some of the more significant and better-documented changes.
- Carbine Rework
- Carbines now reduce melee/charge stats instead of improving them. This means they are no longer an automatic buff when you give them to any single cavalry unit.
- Carbine reload speed improved by -4 seconds
- Carbine range increased by +5
- Carbine accuracy increased by +2
- Muskets now slightly reduce stamina, while carbines (typically) do not
- Cavalry deal more damage when shooting now
- Artillery Updates
- Artillery should now hit slightly more consistently, but deals less damage overall. Its morale damage has increased though, so it is good in conjunction supporting other units.
- Artillery chances to hit increased by about +10%
- Artillery damage reduced by -10%
- Artillery morale damage increased by +7.5%
- Canister shot damage falls off more now at greater distances
- Canister shot max range very slightly reduced
- Stamina Changes
- A new “Morale Damage Received†modifier has been added to stamina calculations. Exhausted units now receive 50% more morale damage. While this is a substantial increase, morale damage has diminishing returns when large amounts are applied in a single instance, limiting its overall impact. In melee, exhausted units already suffer a 50% reduction in combat effectiveness. The increased morale damage helps compensate for their reduced ability to inflict casualties, causing exhausted units to break and rout more quickly. This should prevent prolonged stalemates where neither side can reliably land hits or inflict enough damage to force a rout. Units who are fresh take 5% less morale damage received, and invigorated units take 10% less morale damage received
- All infantry given +5 stamina to account for stamina loss from melee being higher, from weather being higher, and from muskets now debuffing stamina
- Other
- Morale penalties have been introduced if nearby units have suffered a lot of losses. Notice here the Austrian fusiliers on the right have suffered a slight morale penalty despite not taking any casualties due to the nearby Jagers fleeing. This passive morale loss compounds based on percentage of the army killed/routed.
- Musket volleys should deal greater morale damage at closer ranges. Charges and melee cause more exhaustion. Braced units deal more damage against charges.
- CAMPAIGN
- General Changes
- New auto-resolve feature for patrol & field armies only. We do not want you auto-resolving an HQ battle or against an encamped army. This feature has been included as it is sometimes frustrating to be playing and feel forced to fight tiny patrol battles toward the end of your time in a region when you are clearly much more powerful than them. It's worth the veterancy and loot to battle them, but the actual combat is tedious since they are so underequipped/outnumbered by you. This should save you time from fighting an annoying battle here and there once you've already outpaced the patrols in the act you're in.
- The first item slot is now much cheaper, only 25 thalers, letting you jumpstart units with items faster.
- Re-rolling doctrines/skills RNG system improved to see less repeats. It's now impossible to re-roll something and see the same option a second time in a row.
- Doctrine "stacking" (allowing you to have x2/x3 of the same doctrine) has been disabled for Act 3 but is enabled for Act 4 (endless mode). This is because there are so many new doctrines that it is an unnecessary and unbalanced feature for the final act. It was originally in place to compensate for the lack of doctrines in the game.
- Number of patrols in act 2/3 increased by +1. There were originally less because you could not auto-resolve and fighting constant back-to-back patrols could get tedious. Now, if it gets tedious, you can simply auto-resolve the battle.
- Fixed a bug where sometimes the enemy HQ would freeze and stop pursuing you if you outran it for a certain amount of time.
- Victory music no longer plays over the mission selection music when you beat the game and continue to endless mode
- Rebalanced the resources given from the initial supply depot to be more balanced. Gave it a yellow flag so new players could clearly see to go to the depot first.
- Difficulty
- Brigadier mode as a preset now has +1 upgrade cost on units rather than the modifier which makes the HQ arrive 14 days sooner.
- The final HQ now always has a reinforcement army in Act 3. This reinforcement army has 6 brigades. If you're playing with the "harder HQ battles" modifier, these 6 brigades will be mostly comprised of elites.
- AI brigade templates are more balanced, generally fielding less artillery. But there are still chances of finding armies with a lot of artillery units.
- VISUALS
- General Changes
- Players can now select the amount of rows they wish the regiments to be divided in. The purpose of dividers to begin with is to give a better impression that there are multiple battalions formed up in a position. Furthermore, when troops travel in column, they would typically space out by company which would leave several small gaps in the line. So it’s up to you now if you want something like this represented, or to have no gaps in the units at all.
- Bug fixed for the AI cavalry not using the reload animation sometimes
- Added a new deployment screen to make it more obvious what the weather and AI personality is since they are far more important now.
- Removed ALL yellow filters from the game. The main menu, loading screens, campaign, camp, and battle screens feature more blue and green tones.
- Customization Changes
- New officer hats
- New officer faces/hair
- New uniforms for unique units, for example the Austrian reformed fusiliers with a distinct tricorne
- New emblems added for flag customization
- Settlement Changes
- Settlements were all redrawn to be based around the architecture popular in that culture. For example, here are some Swedish winter settlements:
- And English summer settlements:
- There are 6 different cultural building styles you can find in the game between Nordic, British, French, German, Eastern Orthodox, Eastern Catholic.
- Post-Processing
- All post-processing was redone to be more extreme based on the weather. Below is a blizzard:
- Compared to a heatwave
- Battles now get darker over time instead of getting brighter over time. It's possible to fight into the early evening if a battle goes on long enough
- MODDING
- General Changes
- Modding support added for weather effects
- Map editor max zoom level increased
- Fixed bug when you save unit customization using a mod and turn the mod off the game was breaking
- Update v1.5.9:
- Stability
- - Fixes made for crashes that were occurring for some players.
- - Improved stability when entering and exiting battles.
- - Fixes made for saving the game and loading to reduce errors.
- Modding
- - Added improvements and additional safeguards for the map editor.
- - Added logs to identify issues related to errors with the map.
- Localization
- - Updated localization, fixed a few reported spelling errors.
- Bug Fixes
- - Fixed a bug that would occur when exiting a battle causing a crash.
- - Updated Sejm to include animations when selecting buttons.
- - Fixed audio issues with the burning settlements on raids.
- - Fixed animation error that makes the units and officers appear too soon when received.