1. Update v2.0.3:
  2. Fixed "Full House" achievement for the HRE
  3. Fixed a bug with choosing funds for custom army compositions
  4. Fixed a bug that sometimes caused your army on campaign to freeze and need to reload your save
  5. Fixed a visual bug when comparing certain weapons
  6. Reduced howitzer firing sounds slightly
  7. Fixed AI personality maluses that weren't working which reduce unit size (like Eugene reducing line infantry)
  8.  
  9. Update v2.0.2:
  10. Visual:
  11. - Bust fixes for French marines (hat metal incorrect texture color)
  12. - Bust fixes for Swedish Gula Hussars (hat metal incorrect texture color)
  13. - 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
  14. - Adjusted sisu spirit text to specify the negative effects from weather are only being negated on the campaign map itself
  15. - Adjusted the Germantide achievement to reference the “Royal Prussian Army” not the “Cantonist Levies” any longer.
  16. - Fog setting in graphics options renamed to “Morning Mist” since it has no impact on the visuals for the foggy weather.
  17. - Adjusted the maximum zoom level when viewing unit trees to be more consistent
  18. - Fixed typo on Karabela Sabers showing up as basic even though they’re good quality
  19. Quality of Life:
  20. - Made an “Add All” button at shops for quick selling
  21.  
  22. - Added a funds dropdown to mess around with custom compositions easier
  23.  
  24. Sound:
  25. - Artillery impact sounds updated
  26. - Shatter sound on enemy units updated to be more distinct
  27. - 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.
  28. - Howitzer gun sound slightly reduced in volume
  29. - Cannon ball impact sounds increased in volume
  30. Bugfixes
  31. - Items can no longer be free to purchase, even if you stack modifiers. The minimum price is now at least 5 thalers.
  32. - Light infantry can no longer be exploited to use volley fire by selecting a group and toggling between free fire/volley fire
  33. - Fixed a bug where sometimes the enemy HQ’s bust would appear invisible
  34. - Fixed a bug where the bayonet wasn’t reducing reload speed properly in battle
  35. - Fixed a bug where sometimes when you removed certain skills they were staying applied to that officer despite having been removed
  36. - Fixed a bug where the gold/silver highlights for items wasn’t appearing in battle
  37. AI Changes
  38. - AI is more willing to target your light infantry with gunfire
  39. - AI is less willing to fire its artillery into melees, which should make it less frustrating when you charge in
  40. - AI infantry is more willing to charge your artillery if its exposed
  41. - AI improvements to being defensive, they should less exposed while reorganizing their lines if you assault their position
  42. - Carolean personality now regains its morale at -30% instead of -25% speed. It also takes slightly longer before it mass-commits to the charges.
  43.  
  44.  
  45. Gameplay
  46. UNITS
  47. 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.
  48. PRUSSIA
  49. - 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.
  50. - Prussian cuirassiers gain +5 stamina, as it was so low that on charges they’d immediately become tired
  51. AUSTRIA
  52. - Modense troops gain +5 melee and the grenadiers gain +5 charge: since their units are so small they would perform worse against larger units
  53. - Austrian reformed fusiliers gain +5 charge: compared to other units of the same size they are generally weaker
  54. - 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.
  55. - Hungarian infantry gain +5 reload: Using Hungarians in shootouts is slightly more viable now before committing to a charge.
  56. - 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.
  57. RUSSIA
  58. - 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.
  59. - 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
  60. - 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.
  61. - Russian settled hussars’ melee increased by +5: they overlapped with the Hetmanate cossacks too much.
  62. - Slobodian cossacks’ accuracy increased by +5: they are otherwise a less interesting pick compared to other cossacks.
  63. - Observation grenadiers gain +5 melee and +5 reload to make them a more viable pick over just regular Russian grenadiers.
  64. - Pandur grenadiers gain +5 morale due to their small size, and +5 movement speed
  65. - Perobrazhenskiy Life Guards’ charge reduced by -5 due to their massive size and otherwise very good shooting/morale stats.
  66. - Russian 1st Grenadiers gain +5 charge due to their smaller size relative to other renowned Russian units.
  67. - Russian cuirassiers gain +5 stamina, as it was so low that on charges they’d immediately become tired
  68. BRITAIN
  69. - Brunswicker troops gain +5 morale because of their small size, except for the converged grenadiers and regular grenadiers.
  70. - Highland grenadiers & veteran grenadiers gain +5 morale to be on par with British grenadiers due to their small size.
  71. - 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.
  72. - Campbell’s Highlanders’ stamina increased by +5.
  73. FRANCE
  74. - All Irish units gain +5 melee, their small size meant they were not worth picking over larger French units.
  75. - 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.
  76. - French mainline units lose -5 speed because of their size, it also makes the irish/swiss/german units a better pick for mobility.
  77. - French veteran fusiliers & guards lose -5 melee and reload due to large size.
  78. - Swedish Fusilier renowned unit run speed reduced by -5 due to size.
  79. - 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.
  80. - French Royal Scots go up to 1400 men instead of 1200.
  81. HRE
  82. - 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.
  83. - HRE Kreis grenadiers’ charge -5, they already carry a ton of weight into their charges due to their size.
  84. - 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.
  85. - 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.
  86. - Bavarian life guards lose -5 melee. Bavarians should be specializing more in shooting and there are plenty of melee alternatives.
  87. - Swiss Lifeguards gain +5 reload. They are a very tiny unit and needed a little more combat power.
  88. SWEDEN
  89. - Finnish grenadiers & veteran grenadiers gain +5 morale. They are a small unit and needed more staying power.
  90. POLISH-LITHUANIAN
  91. - All Lithuanian infantry gain +5 charge, they are smaller than the Polish units and needed to compensate for the lack of size.
  92. - Lithuanian grenadiers gain +5 morale. Same rationale as above.
  93. - Veteran Magnate musketeers gain +5 accuracy. Their small size meant they were underperforming in shootouts against inferior units.
  94. - Free Company Fusiliers gain +10 morale. Seemed like a weak light infantry unit.
  95. GLOBAL
  96. - 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.
  97. - 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
  98. - Reduced forts needed to destroy in Act 3’s mission from 4 to 3 since there’s not much time
  99. - 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.
  100. ARTILLERY
  101. - 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.
  102. - Artillery should be dealing much higher morale damage (about twice as much). This also applies to things like canister shot.
  103. - Canister shot has less falloff damage now so it should be a little more consistent
  104. - 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
  105. - The 1-pounder training cannon now takes 10 seconds longer to reload
  106. - The cost of all iron-tier guns has gone down in price by about -40%
  107. - The cost of buying battalion-artillery units has gone down by about -25% for all nations
  108.  
  109. Update v2.0.1:
  110. Visual:
  111. - Improved the look of the shaders on good/excellent items to not be too thick (was a problem on specific resolutions)
  112. - Fixed localization issue on auto-resolve results
  113. - Updated unit trees to have higher maximum zoom-out level so you can view a full tree without needing to scroll
  114. - Fixed sound effect not playing when user clicks “Allow Coalition Armies”
  115. - French Guard Fusilier bust updated to have darker uniform
  116. - Improved volume balancing of the new howitzer artillery sound effect
  117. - Fixed some new officer hat sizes
  118. Gameplay:
  119. AI
  120. - 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.
  121. - Fixed AI Carolean Doctrine fixed to have its malus be slower morale recovery speed, whereas it was previously reducing reload speed
  122. - Liechtenstein now suffers -25% cavalry combat effectiveness instead of -10%. This personality should also be more commonly seen.
  123. - 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.
  124. - Since Vauban inherited stamina maluses, we changed Coehoorn’s stamina loss to instead be an army-wide army melee -25%
  125. - 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
  126. Units/Combat
  127. - Buffed Freikorps infantry stats slightly (accuracy and melee).
  128. - Fixed a bug where the stamina malus on bayonets wasn’t being applied properly
  129. - Slightly reduced the move speed on artillery which had been accidentally made to be too fast
  130. Traits
  131. - Intimidating trait corrected to be 10% morale damage instead of 20%.
  132. - Rustic trait, was missing the movement speed buff for farmland
  133. - Independent trait, forage modifier was deactivated
  134. - Lavish trait, morale & stamina were not hooked up correctly
  135. Doctrine
  136. - Gunsmiths doctrine buffed to be +15 ammo daily instead of +5
  137. - Reformed Commissariat doctrine changed from -25% item slot cost to -30%
  138. - Fixed a bug which broke Entrenched Commanders doctrine on Russia
  139. - Fixed a bug which broke the Pomeranian Corps’ doctrine on Sweden
  140. - Fixed a bug that broke Mass Mobilization doctrine
  141. - Fixed a bug that broke Melee Discipline doctrine
  142. - Fixed a bug that broke Sveaborg Principle in Swedish military school
  143. - Fixed Concealed Skirmishing: Light Infantry would only get cover bonus in forests. Now they get cover effectiveness everywhere.
  144. - Fixed Free Imperial Knights fixed so that Infantry and Cavalry morale recovery speed to be affected in command radius.
  145. - Fixed The White Horse, corrected its malus to be lower morale outside of command radius rather than lower combat effectiveness
  146. Other
  147. - Fixed encounters in Act 3 which provided a recruit-tier unit. Recruits couldn’t appear in act 3 so the encounter would break.
  148.  
  149. Update v2.0.0:
  150. NEW UNITS
  151. PRUSSIA
  152. Prussian Guard Musketeers
  153.  
  154. Prussian Grenadier Guards
  155.  
  156. Prussian Frei-Infantry Veteran Jagers
  157.  
  158. Prussian Veteran Hussars
  159.  
  160. Prussian Veteran Dragoons
  161.  
  162. Prussian Veteran Cuirassiers
  163.  
  164. Prussian Saxon Conscripts
  165.  
  166. Prussian Saxon Musketeers
  167.  
  168. Prussian Saxon Fusiliers
  169.  
  170. Prussian Saxon Grenadiers
  171.  
  172. Prussian Saxon Converged Grenadiers
  173.  
  174. Prussian Freikorps Volunteers
  175.  
  176. Prussian Freikorps Veteran Dragoons
  177.  
  178. Freikorps Converged Jägers
  179.  
  180. Freikorps Converged Artillery
  181.  
  182.  
  183. Renowned unit changes (because the original unit got integrated into main tree)
  184.  
  185. The Le Noble Jagers replaced with the Green Croats
  186.  
  187. The Grenadier Guards replaced with the Bosniaks
  188.  
  189.  
  190.  
  191.  
  192.  
  193. BRITAIN
  194. Highland Fencibles
  195.  
  196. Highland Converged Foot
  197.  
  198. British Veteran Grenadiers
  199.  
  200. British Royal Artillery
  201.  
  202. British Veteran Light Dragoons
  203.  
  204. British Dragoon Guards
  205.  
  206. British Horse Grenadier Guards
  207.  
  208. British Horse
  209.  
  210. British Horse Guards
  211.  
  212. Subsidy Hussars
  213.  
  214. Subsidy Veteran Hussars
  215.  
  216. Hanoverian Guard Cavalry
  217.  
  218. Hanoverian Dragoons
  219.  
  220. Hessian Life Cavalry
  221.  
  222. Hanoverian Foot Guards
  223.  
  224. Hanoverian Grenadier Guards
  225.  
  226. Subsidy Veteran Jagers
  227.  
  228. Brunswicker Veteran Musketeers
  229.  
  230. Brunswicker Life Guards
  231.  
  232. Brunswicker Converged Grenadiers
  233.  
  234. Hessian Life Guards
  235.  
  236. Hessian Veteran Grenadiers
  237.  
  238. Subsidy Veteran Artillery
  239.  
  240. Renowned unit changes (because the original unit got integrated into main tree)
  241.  
  242. The Hanoverian Foot Guards replaced with The Hanoverian Horse Grenadiers
  243.  
  244. The Horse Grenadier Guards replaced with The Queen's Troop of Guards
  245.  
  246. The Royal Horse Guards replaced with The 90th Foot
  247.  
  248.  
  249.  
  250.  
  251.  
  252.  
  253.  
  254.  
  255.  
  256. FRANCE
  257. French Guard Fusiliers
  258.  
  259. French Chevauxleger
  260.  
  261. French Veteran Dragoons
  262.  
  263. French Veteran Hussars
  264.  
  265. Irish Volunteers
  266.  
  267. Irish Converged Fusiliers
  268.  
  269. Irish Converged Grenadiers
  270.  
  271. Swiss Levies
  272.  
  273. Swiss Veteran Grenadiers
  274.  
  275. Italian Volunteers
  276.  
  277. Italian Fusiliers
  278.  
  279. Italian Royal Fusiliers
  280.  
  281. Italian Grenadiers
  282.  
  283. Italian Royal Grenadiers
  284.  
  285. French Royal Artillery
  286.  
  287. French Veteran Chasseurs
  288.  
  289. French Converged Chasseurs
  290.  
  291. Volontaires Veteran Hussars
  292.  
  293. Volontaires Veteran Dragoons
  294.  
  295. German Converged Fusiliers
  296.  
  297. German Converged Grenadiers
  298.  
  299. Renowned unit changes (because the original unit got integrated into main tree)
  300.  
  301. The Diesbach Fusiliers replaced with The French Marines
  302.  
  303. The French Guards replaced with The Gendarmerie Guard
  304.  
  305.  
  306.  
  307.  
  308.  
  309.  
  310.  
  311. AUSTRIA
  312. Austrian Reformed Fusiliers
  313.  
  314. Austrian Reformed Grenadiers
  315.  
  316. Austrian Forstjagers
  317.  
  318. Austrian Reformed Jagers
  319.  
  320. Austrian Reformed Horse Grenadiers
  321.  
  322. Austrian Reformed Cuirassiers
  323.  
  324. Austrian Reformed Dragoons
  325.  
  326. Netherlander Reformed Fusiliers
  327.  
  328. Netherlander Grenadiers
  329.  
  330. Netherlander Reformed Grenadiers
  331.  
  332. Netherlander Battalion Artillery
  333.  
  334. Wurzburger Fusiliers
  335.  
  336. Wurzburger Veteran Fusiliers
  337.  
  338. Wurzburger Reformed Fusiliers
  339.  
  340. Wurzburger Grenadiers
  341.  
  342. Wurzburger Reformed Grenadiers
  343.  
  344. Modense Fusiliers
  345.  
  346. Modenese Veteran Fusiliers
  347.  
  348. Modenese Foot Guards
  349.  
  350. Modenese Grenadiers
  351.  
  352. Modenese Grenadier Guards
  353.  
  354. Modenese Battalion Artillery
  355.  
  356. Modenese Field Artillery
  357.  
  358. Hungarian Reformed Hussars
  359.  
  360. Hungarian Reformed Fusiliers
  361.  
  362. Hungarian Reformed Grenadiers
  363.  
  364. Grenzer Reformed Hussars
  365.  
  366. Grenzer Reformed Sharpshooters
  367.  
  368. Grenzer Reformed Fusiliers
  369.  
  370. Grenzer Reformed Grenadiers
  371.  
  372.  
  373.  
  374.  
  375.  
  376.  
  377.  
  378. RUSSIA
  379. Russian Life Guards
  380.  
  381. Russian Grenadier Guards
  382.  
  383. Russian Horse Artillery
  384.  
  385. Russian Life Cuirassiers
  386.  
  387. Russian Veteran Horse Grenadiers
  388.  
  389. Russian Veteran Dragoons
  390.  
  391. Observation Veteran Grenadiers
  392.  
  393. Observation Bombardier Artillery
  394.  
  395. Yaik Cossacks
  396.  
  397. Frontier Hussars
  398.  
  399. Pandurs
  400.  
  401. Pandur Veteran Grenadiers
  402.  
  403.  
  404.  
  405.  
  406.  
  407.  
  408.  
  409. HOLY ROMAN EMPIRE
  410. Kreis Converged Musketeers
  411.  
  412. Kreis Converged Grenadiers
  413.  
  414. Wurttemberger Veteran Jagers
  415.  
  416. Wurttemberger Veteran Musketeers
  417.  
  418. Wurttemberger Foot Guards
  419.  
  420. Wurttemberger Grenadier Guards
  421.  
  422. Palatine Foot Guards
  423.  
  424. Palatine Grenadier Guards
  425.  
  426. Bavarian Life Guards
  427.  
  428. Bavarian Grenadiers
  429.  
  430. Bavarian Life Grenadiers
  431.  
  432. Imperial Converged Artillery
  433.  
  434. Imperial Converged Hussars
  435.  
  436. Imperial Converged Dragoons
  437.  
  438. Imperial Converged Cuirassiers
  439.  
  440. Saxon Veteran Chevauxlegers
  441.  
  442. Saxon Veteran Tartar Cavalry
  443.  
  444. Saxon Guard Cuirassiers
  445.  
  446. Saxon Veteran Jagers
  447.  
  448. Saxon Foot Guards
  449.  
  450. Saxon Grenadier Guards
  451.  
  452. Renowned unit changes (because the original unit got integrated into main tree)
  453.  
  454. The Saxon Foot Guards replaced with The Swiss Lifeguards
  455.  
  456. The Palatine Guard Grenadiers replaced with The Kurmainz Grenadiers
  457.  
  458.  
  459.  
  460.  
  461.  
  462.  
  463.  
  464. SWEDEN
  465. Finnish Vargering
  466.  
  467. Swedish Vargering
  468.  
  469. Finnish Sharpshooters
  470.  
  471. Finnish Veteran Sharpshooters
  472.  
  473. Finnish Veteran Grenadiers
  474.  
  475. Swedish Life Grenadiers
  476.  
  477. Swedish Veteran Dragoons
  478.  
  479. Swedish Life Cavalry
  480.  
  481. Pomeranian Veteran Jagers
  482.  
  483. Varvade Life Guards
  484.  
  485. Mecklenburger Landmiliz
  486.  
  487. Mecklenburger Converged Musketeers
  488.  
  489. Mecklenburger Converged Grenadiers
  490.  
  491. Mecklenburger Veteran Artillery
  492.  
  493. Renowned unit changes (because the original unit got integrated into main tree)
  494.  
  495. The Bohuslan Dragoons replaced with The Abo Lans Musketeers
  496.  
  497. The Swedish Horse Life Guards replaced with The Gula Hussars
  498.  
  499.  
  500.  
  501.  
  502.  
  503. POLAND-LITHUANIA
  504. Polish Militia
  505.  
  506. Polish Foot Guards
  507.  
  508. Polish Veteran Grenadiers
  509.  
  510. Polish Dragoon Guards
  511.  
  512. Polish Veteran Artillery
  513.  
  514. Lithuanian Militia
  515.  
  516. Lithuanian Dragoon Guards
  517.  
  518. Lithuanian Foot Guards
  519.  
  520. Lithuanian Veteran Grenadiers
  521.  
  522. Liuthuanian Veteran Artillery
  523.  
  524. Polish Light Cavalry
  525.  
  526. Polish Converged Cavalry
  527.  
  528. Lipka Veteran Uhlans
  529.  
  530. Hungarian Converged Infantry
  531.  
  532. Polish Converged Janissaries
  533.  
  534. Magnate Veteran Cavalry
  535.  
  536. Magnate Veteran Musketeers
  537.  
  538. Magnate Veteran Grenadiers
  539.  
  540. Magnate Veteran Artillery
  541.  
  542. Renowned unit changes (because the original unit got integrated into main tree)
  543.  
  544. The Polish Foot Guards replaced with The Polish Cossacks
  545.  
  546. The Lithuanian Foot Guards replaced with Grand Bulawa Hajduks
  547.  
  548. The Polish Dragoon Guards replaced with The King's Hussars
  549.  
  550. The Lithuanian Dragoon Guards replaced with The Grand Bulawa Musketeers
  551.  
  552.  
  553.  
  554.  
  555.  
  556. A big thank you to O.H. for working with us to integrate many of the units from his mod
  557.  
  558. https://steamcommunity.com/sharedfiles/filedetails/?id=3705299977
  559. AI IMPROVEMENTS
  560. Personality Rework
  561. 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.
  562.  
  563.  
  564.  
  565. 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.
  566.  
  567.  
  568.  
  569. General Changes
  570. 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.
  571.  
  572. 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.
  573.  
  574. 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.
  575.  
  576. The AI will bunch up slightly less, it is more willing to space itself out and wrap around your position.
  577.  
  578. 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
  579.  
  580. 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
  581.  
  582. 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.
  583.  
  584. 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.
  585.  
  586. 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.
  587.  
  588. AI cavalry to be more opportunistic in looking for targets to flank
  589.  
  590. AI no longer needs to wait until every single unit is in perfect position in order to continue advancing
  591.  
  592. Fixes to AI cavalry who would sometimes stutter while following/guarding infantry
  593.  
  594. 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.
  595.  
  596. WEATHER
  597. Reworks
  598. Weather has been reworked to be intensified. You can see the values for its campaign and battle effects here
  599.  
  600.  
  601.  
  602. And the battle effects here
  603.  
  604.  
  605.  
  606. 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.
  607.  
  608.  
  609.  
  610. MAP REWORKS
  611. NEW MAPS
  612. Map20 added, forest-based
  613.  
  614. Map21 added, even more forests
  615.  
  616. Map22 added, based around an orchard
  617.  
  618.  
  619.  
  620. Map23 added, a village
  621.  
  622. Map24 added, lots of open fields with canals
  623.  
  624. Map25 added, tons of sprawling farmland/hedges
  625.  
  626. Map26 added, has a royal estate
  627.  
  628.  
  629.  
  630. Map27 added, has a big hilltop with ruins
  631.  
  632. Map28 added, has two big hills
  633.  
  634. Map29 added, has a small town with a river
  635.  
  636. Map30 added, has a big city with a river
  637.  
  638.  
  639.  
  640. Map31 added, has a small village
  641.  
  642. Map32 added, based on Zorndorf
  643.  
  644. Map34 added, a more open field map
  645.  
  646. Map35 added, based on Hastenbeck
  647.  
  648.  
  649.  
  650. Huge thanks to modders Ftmch and Defyss for providing their maps for the update. Check out their mods here:
  651.  
  652. https://steamcommunity.com/sharedfiles/filedetails/?id=3774908971
  653. https://steamcommunity.com/sharedfiles/filedetails/?id=3639305250
  654. OLD MAPS
  655. All old maps (1-19) were updated to include more texture variety and more cover opportunities
  656.  
  657. Example of an old map
  658.  
  659.  
  660.  
  661. New version of the same map. You'll notice more cover, and less of a yellow-tint
  662.  
  663.  
  664.  
  665. Another old map
  666.  
  667.  
  668.  
  669. New version
  670.  
  671.  
  672.  
  673. SPAWN POSITIONS
  674. All maps now have a chance of their spawn positions being offset, leading to asymmetrical engagements.
  675.  
  676.  
  677.  
  678. ARMY COMPOSITIONS
  679.  
  680. 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:
  681.  
  682.  
  683. BRITAIN
  684. British starting composition had its officer buffed to include fire by rank! The highlanders were swapped to Fencibles. Veterancy gain reduced to +15%
  685.  
  686.  
  687.  
  688. Hanoverian army now starts with guard cavalry!
  689.  
  690.  
  691.  
  692. 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%.
  693.  
  694.  
  695.  
  696. AUSTRIA
  697. Austria's crownland corps has a new Auxiliary recruit to start with.
  698.  
  699.  
  700.  
  701. 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
  702.  
  703.  
  704.  
  705. 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.
  706.  
  707.  
  708.  
  709. PRUSSIA
  710. 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.
  711.  
  712.  
  713.  
  714. 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.
  715.  
  716.  
  717.  
  718. 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.
  719.  
  720.  
  721.  
  722. RUSSIA
  723. 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.
  724.  
  725.  
  726.  
  727. Observation Corps get a good entrenching tool & axe to start. Its bonus changed to provide cover effectiveness only to infantry.
  728.  
  729.  
  730.  
  731. 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.
  732.  
  733.  
  734.  
  735. FRANCE
  736. 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.
  737.  
  738.  
  739.  
  740. No changes for Light Corps.
  741.  
  742.  
  743.  
  744. 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%.
  745.  
  746.  
  747.  
  748. HOLY ROMAN EMPIRE
  749. 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.
  750.  
  751.  
  752.  
  753. Saxon Army starts off with Forstjagers now. They lost most of their insight though. Their doctrine generates +25% more reservists instead of +50% more.
  754.  
  755.  
  756.  
  757. 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.
  758.  
  759.  
  760.  
  761. SWEDEN
  762. 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.
  763.  
  764.  
  765.  
  766. 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.
  767.  
  768.  
  769.  
  770. 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."
  771.  
  772.  
  773.  
  774. POLAND-LITHUANIA
  775. The Commonwealth Army starts with higher Sejm power. It also starts with a Veteran Polish Musketeer and Veteran Lithuanian Musketeer.
  776.  
  777.  
  778.  
  779. 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.
  780.  
  781.  
  782.  
  783. 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.
  784.  
  785.  
  786.  
  787. I'm sure there's some other minor changes I've missed, but that should be the bulk of them!
  788.  
  789. DOCTRINES/TRAITS
  790.  
  791. 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!
  792.  
  793. NEW DOCTRINES
  794. Dragoon Tactics
  795.  
  796.  
  797.  
  798. Increased Rations
  799.  
  800.  
  801.  
  802. Sharpshooter Tactics
  803.  
  804.  
  805.  
  806. Mounted Vanguard
  807.  
  808.  
  809.  
  810. Religious Hymns
  811.  
  812.  
  813.  
  814. Fresh Footwear
  815.  
  816.  
  817.  
  818. Scorched Earth
  819.  
  820.  
  821.  
  822. Local Procurement
  823.  
  824.  
  825.  
  826. Guard Corps
  827.  
  828.  
  829.  
  830. Concealed Skirmishing
  831.  
  832.  
  833.  
  834. Free Company
  835.  
  836.  
  837.  
  838. Converged Squadrons (PLC/SWE DLC)
  839.  
  840.  
  841.  
  842. NEW OFFICER TRAITS
  843. Patient
  844.  
  845.  
  846.  
  847. Conscientious
  848.  
  849.  
  850.  
  851. Stoic
  852.  
  853.  
  854.  
  855. Unsparing
  856.  
  857.  
  858.  
  859. Independent
  860.  
  861.  
  862.  
  863. ITEMS
  864. All items in the game have been adjusted slightly. Unfortunately, only a portion of these changes were logged.
  865.  
  866. Gilded Spontoons Morale reduced from 6/7/8 to 4/5/6 per quality level
  867.  
  868. Halberds Experience Gain increased from 4%/6%/8% to 5%/10%/15% per quality level
  869.  
  870. 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
  871.  
  872. Regimental Staff Quartermaster got the Morale Damage Received secondary bonus replaced with Morale Regain Rate, it now synergizes really well with Spontoons
  873.  
  874. 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
  875.  
  876. 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
  877.  
  878. 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
  879.  
  880. 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
  881.  
  882. Greatcoats Melee Damage Received increased from 4%/6%/8% to 6%/8%/10% per quality level
  883.  
  884. 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
  885.  
  886. Cross Pendant Morale reduced from 4/6/8 to 3/4/5 per quality level
  887.  
  888. All Mascots Morale reduced from 10 to 8
  889.  
  890. Friesian Horses Melee reduced from 6/8/10 to 4/6/8 per quality level
  891.  
  892. 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
  893.  
  894. 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.
  895.  
  896. and more...
  897.  
  898. COMBAT
  899. 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.
  900.  
  901. Carbine Rework
  902. 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.
  903.  
  904. Carbine reload speed improved by -4 seconds
  905.  
  906. Carbine range increased by +5
  907.  
  908. Carbine accuracy increased by +2
  909.  
  910. Muskets now slightly reduce stamina, while carbines (typically) do not
  911.  
  912. Cavalry deal more damage when shooting now
  913.  
  914. Artillery Updates
  915. 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.
  916.  
  917. Artillery chances to hit increased by about +10%
  918.  
  919. Artillery damage reduced by -10%
  920.  
  921. Artillery morale damage increased by +7.5%
  922.  
  923. Canister shot damage falls off more now at greater distances
  924.  
  925. Canister shot max range very slightly reduced
  926.  
  927. Stamina Changes
  928. 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
  929.  
  930. All infantry given +5 stamina to account for stamina loss from melee being higher, from weather being higher, and from muskets now debuffing stamina
  931.  
  932.  
  933. Other
  934. 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.
  935.  
  936.  
  937.  
  938. Musket volleys should deal greater morale damage at closer ranges. Charges and melee cause more exhaustion. Braced units deal more damage against charges.
  939.  
  940. CAMPAIGN
  941. General Changes
  942. 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.
  943.  
  944.  
  945.  
  946. The first item slot is now much cheaper, only 25 thalers, letting you jumpstart units with items faster.
  947.  
  948. 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.
  949.  
  950. 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.
  951.  
  952. 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.
  953.  
  954. Fixed a bug where sometimes the enemy HQ would freeze and stop pursuing you if you outran it for a certain amount of time.
  955.  
  956. Victory music no longer plays over the mission selection music when you beat the game and continue to endless mode
  957.  
  958. 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.
  959.  
  960. Difficulty
  961. Brigadier mode as a preset now has +1 upgrade cost on units rather than the modifier which makes the HQ arrive 14 days sooner.
  962.  
  963. 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.
  964.  
  965. AI brigade templates are more balanced, generally fielding less artillery. But there are still chances of finding armies with a lot of artillery units.
  966.  
  967. VISUALS
  968. General Changes
  969. 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.
  970.  
  971.  
  972.  
  973. Bug fixed for the AI cavalry not using the reload animation sometimes
  974.  
  975. Added a new deployment screen to make it more obvious what the weather and AI personality is since they are far more important now.
  976.  
  977.  
  978.  
  979. Removed ALL yellow filters from the game. The main menu, loading screens, campaign, camp, and battle screens feature more blue and green tones.
  980.  
  981.  
  982.  
  983.  
  984.  
  985.  
  986.  
  987. Customization Changes
  988. New officer hats
  989.  
  990. New officer faces/hair
  991.  
  992.  
  993.  
  994.  
  995.  
  996. New uniforms for unique units, for example the Austrian reformed fusiliers with a distinct tricorne
  997.  
  998.  
  999.  
  1000. New emblems added for flag customization
  1001.  
  1002.  
  1003.  
  1004. Settlement Changes
  1005. Settlements were all redrawn to be based around the architecture popular in that culture. For example, here are some Swedish winter settlements:
  1006.  
  1007.  
  1008.  
  1009. And English summer settlements:
  1010.  
  1011.  
  1012.  
  1013. There are 6 different cultural building styles you can find in the game between Nordic, British, French, German, Eastern Orthodox, Eastern Catholic.
  1014.  
  1015.  
  1016.  
  1017. Post-Processing
  1018. All post-processing was redone to be more extreme based on the weather. Below is a blizzard:
  1019.  
  1020.  
  1021.  
  1022. Compared to a heatwave
  1023.  
  1024.  
  1025.  
  1026. 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
  1027.  
  1028.  
  1029.  
  1030. MODDING
  1031. General Changes
  1032. Modding support added for weather effects
  1033.  
  1034. Map editor max zoom level increased
  1035.  
  1036. Fixed bug when you save unit customization using a mod and turn the mod off the game was breaking
  1037.  
  1038. Update v1.5.9:
  1039. Stability
  1040. - Fixes made for crashes that were occurring for some players.
  1041. - Improved stability when entering and exiting battles.
  1042. - Fixes made for saving the game and loading to reduce errors.
  1043. Modding
  1044. - Added improvements and additional safeguards for the map editor.
  1045. - Added logs to identify issues related to errors with the map.
  1046. Localization
  1047. - Updated localization, fixed a few reported spelling errors.
  1048. Bug Fixes
  1049. - Fixed a bug that would occur when exiting a battle causing a crash.
  1050. - Updated Sejm to include animations when selecting buttons.
  1051. - Fixed audio issues with the burning settlements on raids.
  1052. - Fixed animation error that makes the units and officers appear too soon when received.