1. Update v1.05.017:
  2. [FIXED] Fire trucks no longer cross the entire city to put out fires. They focus on their own designated area.
  3. [FIXED] Fire trucks no longer drive in small circles near the fire station, like morons.
  4. [ADDED] When a fire is handled, you receive a town-wide relief on fire risk. Doesn't nullify it completely, just lowers it a bit.
  5. [UPDATED] Fire risk increase is now much slower when covered by Fire stations
  6. [UPDATED] Buildings accumulate fire risk at different paces now. Buildings placed together at the same time will not catch fire at the same time.
  7. [UPDATED] Fire stations are now fireproof
  8.  
  9. Update v1.05.016:
  10. [ADDED] Production stat to the tooltips for production buildings. Tooltips now show how much the building will produce.
  11. [ADDED] Opening a frontline using air squadrons is now a properly valid action.
  12. [ADDED] Buildings placed from the City Builder Resource Picker and Production Chain UI now have their production set to the resource selected.
  13. [UDPATED] Picking a resource in the Production Chain Resource Selector, now properly selects that same resource to be displayed in the production chain panel (on the right).
  14. [UDPATED] Placing a building by selecting it via the Production Chain Panel, now properly automatically sets whatever was displayed in the Production chain panel as the building’s product output.
  15. [UPDATED] Independent fleets in ocean regions are no longer undersupplied by default.
  16. [UPDATED] Adjusted fire risk accumulation within and outside of Fire station coverage.
  17. [FIXED] A battlemarker placement error that could cause a battlemarker to appear right over a division figurine causing silly overlaps and inability to select either of them properly.
  18. [FIXED] Multiple cases where units or elements on the world map would not be properly picked as shown by the mouse over tooltip.
  19. [FIXED] An error that could potentially cause your city to become fireproof. No more fires EVER. The fix is retroactively applied.
  20. [FIXED] a text going out of bounds in the frontline view.
  21. [FIXED] An issue where destroyed buildings would show a red overlay even after being repaired.
  22. [FIXED] Five-Star Governor achievement is now getting triggered as intended.
  23. [FIXED] Production Achievements Life of Leisure, Farmboy and Lumberjack now counts output correctly.
  24. [FIXED] Numbers can now be manually entered in the Peace negotiations UI of the Diplomacy Panel when adding resources to the Peace Treaty.
  25. [FIXED] An issue where houlding down the mousebutton to add higher increments of resources in the Diplomacy Panel didn't always fire consistently.
  26. [FIXED] Trade screen no longer gets weird resource UI additions when opening the resource picker.
  27. [FIXED] An issue where merging a carrier into another fleet may result in the fleet unit using one of the airplane models.
  28. [FIXED] Multiple issues where land units can move onto independent land region instead of attacking it. Divisons can still sometimes cross such territory, but only as a last resort and only visually. All movement rules and limitations are now respected.
  29. [FIXED] An issue that resulted in Divisions being deselected in favor of regions even when the player doesn't click on said region.
  30. [FIXED] Population Panel not showing the next population milestone correctly.
  31. [FIXED] Copy tool now correctly includes building upgrades when being used in Planning Mode.
  32. [FIXED] An issue where the FPS Cap setting in the Video Settings was often made unavailable.
  33.  
  34. Update v1.05.015:
  35. [FIXED] Units no longer get duplicated or N-time multiplied after a battle.
  36. [FIXED] Another battle situation that could potentially result in a division going missing after the battle.
  37. [FIXED] Roads and railroads on the world map are now properly visible no matter where you are on the world map.
  38. [FIXED] Issues where a selected unit would get deselected when moving the cursor away from it.
  39. [FIXED] Changed the refund calculation to prevent refunds from getting truncated to 0 value easily
  40. [UPDATED] Fleets are now forbidden to sail across land, which was originally placed to avoid silly "can't go there" situations, but "sailing" directly across Northern and Southern Arabia was just going too far
  41. [ADDED] A nifty li'l flag on navy links to force fleets into using them. This comes especially handy for narrow waterways, cramped coasts and passages that look like land (I'm looking at you Panama canal -_- )
  42.  
  43. Update v1.05.014:
  44. [UPDATED] Added more safety checks and changed what base methods are used when saving (Move/Copy/Delete/Replace methods). Hopefully even this will prevent at least some autosave/save crashes.
  45. [UPDATED] Unlinking a warehouse will no longer cause you to lose the now “excess” resources, but the new limit will be enforced for any new resources coming in.
  46. [UPDATED] Re-authored roughly half of the borders to reduce geometry spam and reduce the chance of that part bugging out
  47. [FIXED] Unloading unused assets can no longer be called twice either at the same time or in a row when saving or loading. While, I doubt this had an impact on crashes, it’s a still a bug in the general “vicinity” of the save/load system
  48. [FIXED] Several situations that could potentially lead to division figurines not reappearing after a battle, leaving them in a strange limbo
  49. [FIXED] The right-side panel of the battle view is now properly anchored to the… yup… you guessed it… the right side of the screen.
  50. [FIXED] Entering the in-game menu while the tutorial panel is open, will now properly restore the tutorial panel when returning to the game view.
  51. [FIXED] Removed and/or gated several dev shortcuts accidentally left active. Nothing much could happen, other than confused looks.
  52. [FIXED] If any action is assigned to the same keys as the Next/Previous production line on the Production chain info panel, that action will NOT be triggered while the Production chain info panel is opened.
  53. [FIXED] Pathfinder can no longer be convinced that going the other way around the globe is "free" as opposed to taking the most direct route
  54. [FIXED] Fleets have a much easier job of finding their way to battle on the ‘high seas’. They should only say “negative” when they really can’t find their way.
  55. [FIXED] Attacking an ocean region and losing no longer leaves the region in “striped visuals”
  56. [FIXED] Air missions now use existing battle markers to position their own activation markers. You no longer click on a marker to send air support to a battle taking place on the other side of the region.
  57. [FIXED] Division contextual action tooltips now show what you’d expect. If it says ‘Bombard’, clicking will trigger the Bombard action.
  58. [FIXED] Your fleets will stop bombarding a region if you’ve taken it over since they started the shelling.
  59. [ADDED] New navy node links to enforce consistency and reduce the chances of a fleet or amphibious battalions getting stuck
  60. [ADDED] A number of new landing nodes to enforce consistency and improve pathfinding
  61. [ADDED] A few more places to cleanup any existing tooltips lingering on the screen.
  62. [ADDED] A temporary toggle in the Save and Load panels (upper right) to toggle between saving in the installation folder and the Users folder. For players who are experiencing crashes when overwriting existing saves, please try turning this option on and let us know if that made a difference. When “Save in Users folder” is ON, saves are no longer stored in the installation folder, but in the Users folder. This is primarily to see if the problem are Windows permissions. If it turns out to be true, then we’ll migrate all saves to the Users folder. If not, the toggle will be removed, so please do NOT activate the toggle unless you’re experiencing the already mentioned save crashes.
  63. [ADDED] If by chance a division magically disappears after a battle (but didn’t die), it will just as magically reappear, maybe with just a slight delay. It’s a safety switch until we’re certain all causes of divisions not forming back after a battle are rooted out.
  64. [ADDED] Manually authored a bunch of border-related positions to ease up and speed up path resolving, especially on coastal and island regions
  65.  
  66. Update v1.05.013:
  67. [FIXED] The Cancel orders button on the Division info panel now works as intended. The text label of the button was blocking an OnClick event
  68. [FIXED] The Cancel orders button on the Commander info panel now works as intended. Faulty wiring was the culprit.
  69. [FIXED] Removed pointless empty lines from tooltips related to story notifications.
  70. [FIXED] A silly position offset of air mission markers and naval bombard markers from their actual mission and bombard positions. The offset can unfortunately be sufficient enough for the squadron or fleet to decline direct orders.
  71. [FIXED] Japanese Archipelago, and similar island regions, can now be properly bombarded. One caveat: your fleet has to be in range of the island region's central point (in the case of the Japanese Archipelago, that's a bit to the north).
  72. [FIXED] Naval battle tooltip now shows the properly localized region name
  73. [FIXED] Financial panel stats now properly distinguish and display regional expenses and income, cash in trade deals (both positive and negative)
  74. [FIXED] Several regions had the wrong terrain type set (marine).
  75. [FIXED] Wrong terrain type of a region means wrong independent unit types were spawned, meaning a fleet could be dug in on land. This is now cleaned up on load.
  76. [FIXED] Several faulty sprite font tags.
  77. [FIXED] If a battle results in both side being wiped out, the defender holds control over the region. Otherwise, it may seem as if you won the battle, but your division disappeared for no reason.
  78. [FIXED] Custom resource display slots on the header no longer magically shift by one slot every time you load
  79. [ADDED] Photomode can now be closed using the Esc button in addition to its keybound button ('Print Screen' by default)
  80. [ADDED] Additional points to island regions to distance-check against when deciding if the fleet can bombard the region or not. Expanded authored data after the Japanese archipelago issue surfaced the problem.
  81. [UPDATED] As reported, getting Commanders is hella rare if not impossible. That's now changed with a more progressive chance (warning! magical random numbers involved too!), on an upward curve let's say, that resets when a commander pops up.
  82. [UPDATED] Improved naval pathfinding
  83.  
  84. Update v1.05.012:
  85. [UPDATE] Save fail saves as mentioned above
  86. [FIXED] An issue where the enemy fleet would act as a supply blocker against your fleet when you're both engaged in battle
  87. [FIXED] Sending a squadron to assist a fleet can no longer result in the fleet magically becoming invisible after the battle is over
  88. [FIXED] Science deal entries should now be clearer to read
  89. [FIXED] Using Cash in trade deals is no longer bugged
  90. [FIXED] Water and Electricity usage/needs on housing is now displayed with that important decimal place
  91. [FIXED] Housing no longer has the magical ability to draw Water and Electricity from thin air without a Power substation or a Water tower to provide the coverage
  92.  
  93. Update v1.05.011:
  94. [ADDED] A much more detailed logging of the save process and another log going in parallel.
  95. [UPDATED] Immigration in Sunda region got a big boost
  96. [UPDATED] Improved font quality used in Simplified Chinese
  97. [UPDATED] Switched font used in Japanese to [i]BIZ UDPGothic[/i]; increased quality
  98. [UPDATED] Switched font used in Korean to [i]Pretendard[/i]; increased quality
  99.  
  100. Update v1.05.010:
  101. [FIXED] Demolishing a bridge that was saved in a previous session will no longer cause a UI soft-lock.
  102. [FIXED] Battallions and other divisions will no longer refuse to attack regions or join frontlines. If they do, PLEASE let us know and send us your save file where they are being stubborn.
  103. [FIXED] Buildings no longer lose connection to the town center or other buildings if part of that connection is via tunnels
  104. [FIXED] The Closing Pay achievement fires off properly
  105. [FIXED] Cash trading now properly unlocks for trading at Tier 2 relationship with other factions
  106. [FIXED] Water and Electricity connections will now get wired up correctly even if you move buildings around using the Move tool
  107. [FIXED] Airships no longer on occasion masquerade as navy ships
  108. [FIXED] An error related to buildings catching fire. The error didn't do much, but it's a bug and we don't like 'em.
  109.  
  110. Update v1.05.009:
  111. Finally identified the culprit behind the on save crashes. Decorations. Not all, but some. Saving with them in the city would essentially freeze the game on saving, push it into a loop and crash it.
  112.  
  113. Update v1.05.008:
  114. [FIXED] A potential crash when loading an existing save file. The crash is linked with a specific save file version and a fix for a locked production chain entry. This prevents the crash from happening in any combination.
  115. [FIXED] Made loading the Supporter pack pooch more bulletproof. If the 'good boy' loads in at a later stage (the beauties of async), he will woof happily instead of being replaced by his non-Supporter pack buddy (also a good boy)
  116. [FIXED] Crossing world "seams" is no longer a problem. There is one leftover glitch but it's only visual (the blue path), which will be taken care of later. Let's handle the mechanics first.
  117. [FIXED] In the tutorial, during the "send the commander to join the front" segment, even if you do the task in advance, the tutorial will recognize that and continue properly.
  118. [FIXED] Enemy squadrons will no longer linger around the region after their master's utter defeat. They will go *poof* and disappear as they are supposed to.
  119. [FIXED] The AI will no longer confuse ammunition and tanks for bread and canned food and offer/request military resources in economic trade deals.
  120. [FIXED] Using cash after reaching tier 2 economic partnership is now possible, as intended.
  121. [FIXED] Purged the legacy "train and deploy(!) X army units" from objectives. They are replaced with the simple "Train X of Y"
  122. [FIXED] The Warehouse upgrades section is no longer an overlapping nightmare
  123. [FIXED] The Navigator achievement is propery wired and can be achieved by finishing the second tutorial episode.
  124. [UPDATED] In the tutorial, when you're tasked to build an Airbase upgrade, this construction is made to be instant. This is now expanded to happen in all player controlled regions, not just 'the one'.
  125. [UPDATED] Power substations, Water towers, Large power substations and Large water towers will no longer catch fire. Since they don't require road connections, it's difficult for fire trucks to reach them. Those already on fire in saved games will be automatically doused and repaired.
  126. [UPDATED] Demolition refund is no longer affected by some magical hidden numbers. What you see is what you get. Or in this case What you set in the difficulty menu is what you get.
  127. [UPDATED] Made several safeguards to prevent different division types from ever merging. And on loading a save, if a mix division is found, it will be automatically split appropriately. If you still manage to get a division consisting of different unit types (air-land-sea) please do send over your save file.
  128. [UPDATED] Warehouse stock limit upgrades bumped from 200 to 1000 per upgrade
  129. [UPDATED] Placed several guardrails in the local traffic system to prevent a potential crash-on-save.
  130. [ADDED] Local traders (Market, Tradeport and Airport) have just become more useful. Using them, you can now trade resources that aren't unlocked yet (via development).
  131. [ADDED] A bunch of safeguards in the save game procedure to try and fix/catch the reported crash on save/autosave issue. We didn't manage to reproduce the crash on our side, so this is honestly a stab in the dark. If the crashes persist, please send us your latest save file, the one you tried overwriting and the game log.
  132.  
  133. [FIXED] "Finish the tutorial" achievement can now be properly... achieved
  134. [FIXED] Heritages no longer show they provide Region stability bonus in any form as that is no longer used at all.
  135. [FIXED] Disbanding a tank division can no longer grant back corvettes and similar nonsense
  136. [FIXED] Resource overview (default TAB) no longer shows stale icons of what buildings are producing.
  137. [ADDED] Resource picker used to open the Production chain overview panel now shows military resources and units as well
  138. [ADDED] Traders visiting Tradeports and Airports no longer have the same stats as those visiting the Market.
  139. [UPDATED] "Recruits missing" warning floater that appears above military, naval and airbases is now less eager to appear. It will appear when you actually have a problem with recruits on a global scale, not while recruits are being gathered at the base.Update v1.05.007:
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  141.  
  142. Update v1.05.006:
  143. Fixed an issue where the Pounder gun artillery unit wouldn't unlock as it should when you reach the appropriate development stage.
  144.  
  145. Update v1.05.005:
  146. [FIXED] Supply entries on the Division info panel are no longer smooshed into a single row (or smaller), but are displayed properly
  147. [UPDATED] Militia, the basic cannon fodder unit Attack reduced to 3, and Defense to 3 as well (roughly 50% nerf)
  148. [UPDATED] Available Recruit count and the number of drafted citizens are now properly displayed and counted per class (saved as well)
  149. [FIXED] An error related to saving with an active battle on islands/coastal regions. In specific situations, the active battle would not get saved properly and was skipped on loading
  150. [FIXED] A few text gaps in episode 1 of the tutorial, to make some tasks more clear
  151. [FIXED] Disbanding a division no longer refunds absurdly large numbers of recruits and resource amounts
  152.  
  153. Update v1.05.004:
  154. [FIXED] a number of situations related to attacking coastal or island regions that resulted in the attacking battalion simply saying "negative". You can now properly assault and conquer island and coastal regions from the sea (using battalions)
  155. [UPDATED] in the second tutorial episode, moved the appearance of the supply route bottleneck marker one step earlier to make things hopefully clearer
  156.  
  157. Update v1.05.003:
  158. Fixed an issue where immigration for The British Isles were too low to register meaning playing on those maps would prevent your population from growing.
  159.  
  160. Update v1.05.002:
  161. Fixed an issue in the second tutorial "Modern Warfare", where if you click Central Europe while having your infantry division selected the Tutorial soft locks.
  162. You need to select Central Europe, any selected division is force deselected to prevent confusion and to enable direct selection of a region
  163. Even if a division is then reselected, the region will recognize clicking on it
  164.