1. Update v1.5.8:
  2. Bugfixes
  3. - Fixes made to Steam cloudsaves
  4.  
  5. - Crash fixes
  6.  
  7. - Fixed audio glitch where sometimes the raiding sound didn't play while in that stance
  8.  
  9.  
  10. Modding
  11. - Added extra logging for the map editor so you can tell what is breaking your map
  12.  
  13.  
  14. Localization
  15. - Updated localization, fixed a few reported spelling errors
  16.  
  17.  
  18. Visual
  19. - Fixed the X button for widescreen for the Sejm and Swedish reforms
  20.  
  21. - Fixed the Rise of Frederick UI in widescreen
  22.  
  23. - Fixed incorrect colors of the general's bodyguard uniform buttons
  24.  
  25.  
  26. Gameplay
  27. - Updated the "Defenses Needed" encounter to provide a lot more thalers if you provide a cannon
  28.  
  29. Update v1.5.7:
  30. Campaign Changes
  31. - Swedish death march attrition is now 0.75% instead of 1% per day to make it less punishing in the late-game
  32.  
  33. Battle Changes
  34. - Artillery damage per hit reduced by roughly 10%. Artillery accuracy (chance to land a hit) has not changed, but each successful hit now causes slightly fewer casualties. For example, a bombardment that previously killed around 45 men should now kill closer to 40. This should make artillery-heavy AI armies feel less punishing at scale and give smaller or less gun-focused army builds a better chance against them.
  35.  
  36.  
  37. Fixes
  38. - Improvements made to game stability, fixes for crash reports
  39.  
  40. Update v1.5.6:
  41. Hotfix
  42. - Fixed a bug that would sometimes cause the game to get stuck on the loading screen when beginning a campaign fighting against the Polish-Lithuanian Commonwealth
  43.  
  44. Update v1.5.5:
  45. Battle Changes
  46. - Grapeshot and canister shot now consume about -20% less ammunition
  47.  
  48. - Artillery now takes slightly higher morale damage from all sources of gunfire
  49.  
  50. - Artillery damage radius against enemy artillery crews increased by ~15%. Near misses are now slightly more likely to clip nearby crew members, meaning shots that land just beside a gun position have a better chance of dealing some damage.
  51.  
  52. - Artillery now deals double damage to other artillery. Recent reductions to fire damage have improved musket combat balance, but made counter-battery fire too ineffective. This change should make it more viable to damage enemy guns before advancing, especially when facing artillery-heavy armies. It should also reduce the effectiveness of the exploit in which players used a forward artillery battery to absorb enemy counter-battery fire while taking practically no damage.
  53.  
  54. - Charge resistance when fully braced has been increased by about +20%. This doesn’t impact melee, just the initial impact. Braced units weren’t able to hold their ground well enough, which made it very hard when the AI is using a charge-based personality against you. For clarity, charge resistance does not affect the morale damage sustained by units that are charged; it affects the morale damage dealt to the charging unit. So this won’t reduce the impact of charges; it’ll just make the morale loss a little higher on the unit that is charging a braced unit.
  55.  
  56. - To compensate for slightly greater brace effectiveness, I’ve made rear and side charges deal +10% more morale to reward flanking.
  57.  
  58. - Cavalry bracing has been reduced by -25%, meaning it’s not as effective to stand still and receive a charge as cavalry.
  59.  
  60. - Fixed a bug where the general equipped with a carbine wouldn’t fire if he had infantry in front of him. Now he can fire over their heads just like cavalry can with carbines.
  61.  
  62. - Fixed a bug where losing a battle as a non-DLC nation would not grant any Insight. Losing a battle now provides a decent amount of Insight as a catch-up mechanic. Sweden and Poland gain much less Insight from defeats, since their progression systems have the potential to be more powerful, but they will no longer lose any reform power from losing a battle.
  63.  
  64. - Fixed a bug that prevented you from retreating a unit who was below half morale. I also changed it so a unit is allowed to retreat manually once its lost at least 30% morale instead of requiring a loss of 50% morale. The reason this mechanic exists in the first place is so that players don’t load into a battle and instantly retreat their whole army to avoid the attrition loss penalty that you receive whenever you retreat on the campaign map.
  65.  
  66.  
  67. Campaign Changes
  68. - Britain’s Thin Red Line doctrine has been simplified to a flat +20% veterancy gain bonus. Previously, it granted +80% veterancy gain, reduced by -5% for each unit fielded. While interesting, this created extreme early-game results before eventually turning into a late-game penalty. Since Thin Red Line is Britain’s starting composition, we felt it sat in an awkward spot compared to other nations’ starting compositions, which generally provide a modest passive bonus without drawbacks.
  69.  
  70. - Fixed the “Clausewitz Would be Proud” achievement which wasn’t triggering when you had 5 max-level officers
  71.  
  72. - Regular canteens provide slightly more move speed (3/4/5) instead of (2/3/4)
  73.  
  74. - Large canteens now provide stamina recovery + stamina instead of morale as its secondary effect. This should help for Swedish troops who need good stamina if they’re taking the “Ga Pa” reforms which has the side effect of lowering stamina.
  75.  
  76. - Fixed a bug that wasn’t letting you rename your general
  77.  
  78. - Fixed the jewelry encounter, which would have you sell your jewelry item without compensating you
  79.  
  80. - Improvements made to the game’s “endless mode” so that it’s not constant marauders
  81.  
  82.  
  83. AI Changes
  84. - Defensive AI will be a little more willing to give up on holding its position and push if it’s suffered a lot of losses
  85.  
  86. - Improved AI Polish armies to make them slightly more challenging. Previously, Polish armies could field too many smaller units, such as Magnate Artillery, without enough overall strength to compensate. This occasionally resulted in Polish armies being much weaker than intended, even in encounters that were meant to provide a serious challenge.
  87.  
  88. - Saxe AI personality can’t be used anymore if an AI army fields all cavalry, since Saxe provides infantry-based buffs
  89.  
  90. - Lacian AI should be found slightly more commonly
  91.  
  92.  
  93. Swedish Changes
  94. - The indelta troops now start with a good-quality, large canteen instead of a basic-quality regular canteen. Because large canteens provide stamina recovery AND stamina now, it is more viable to take the ga pa reform, which lowers stamina. Their starting cash was reduced by -25, however, to compensate.
  95.  
  96. - All Swedish compositions start with 5% more starting reform progress
  97.  
  98. - Contributing items into the Swedish military school has been rebalanced. So basic/good/excellent items are 15/25/35% boosts instead of 10/15/20% boosts.
  99.  
  100. - Indelta Methods now provides +8% casualty replenishment instead of +5%. The -20% reservist cost it also provides has been kept the same.
  101.  
  102. - Sveaborg principles now reduces melee by -5% as its downside instead of -6%. The bonus of +10% accuracy in cover has been kept the same.
  103.  
  104. - War College Expansions now provides +15% officer radius size instead of +12%. The +4% combat effectiveness has been kept the same. As a side note, for those who don’t know, combat effectiveness is a stat applied in battles and can be checked by hovering over a unit and holding left alt. Combat effectiveness decreases when your troops are tired, and this is the reason your combat stats go down as a result. Combat effectiveness can increase if your morale is high. Finally, combat effectiveness as a stat specifically impacts reload, accuracy, charge, and melee.
  105.  
  106. - The “All in a Day’s Work” achievement has been updated to now only require you to boost research 5 times in a row with items in a day, you’re no longer required to finish an entire research in a day.
  107.  
  108.  
  109. Polish Changes
  110. - “Expand the infantry” reform now reduces morale by -6% instead of by -8%; the bonus of +100 size for infantry remains the same.
  111.  
  112. - “Expand the artillery” reform now reduces combat effectiveness by -6% instead of by -8%; the bonus of +25 size for artillery (+1 gun) remains the same.
  113.  
  114. - “Expand the cavalry” reform now reduces move speed by -6% instead of by -8%; the bonus of +50 size for cavalry remains the same.
  115.  
  116. - The Commonwealth Army’s starting Captured Uniforms item has been replaced with Good Pelts. Good Pelts can be sold for slightly more money or given to the Sejm for more power than the basic uniforms previously provided. This gives Poland-Lithuania a small early boost to either its economy or its Sejm's progression, while also better aligning with the fact that the Commonwealth has not formally entered the war yet.
  117.  
  118. - Fixed a bug where the Polish and Lithuanian dragoons had no emblem appearing on their flag by default
  119.  
  120. - Improvements made to the RNG system of requesting items from the Sejm
  121.  
  122.  
  123. Unit Changes
  124. - Swedish indelta recruits, musketeers, veteran musketeers, grenadiers, and veteran grenadiers have had their morale raised by +5. Their morale was as low as the French/HRE troops which isn’t as reasonable considering that Swedish troops are smaller than the standard 1400-man regiments.
  125.  
  126. - Swedish veteran cavalry charge skill +5
  127.  
  128. - Varvade are just all-round better than the Swedish national troops due to equal morale, equal melee, and better reload as well as having +200 extra troops. All of the varvade troops have had their melee skill reduced by -5 so the Swedish nationals are slightly better at melee and much better at charge.
  129.  
  130. - Polish hungarian infantry +5 reload
  131.  
  132. - Polish magnate grenadiers & magnate cavalry have slow replenishment instead of very slow replenishment now
  133.  
  134. - Prussian frei-infantry jaegers +5 accuracy
  135.  
  136. - Prussian grenadier & veteran grenadier +5 melee
  137.  
  138. - Austrian jagers & veteran jagers take -1 less veterancy point to upgrade into. They also get +10 reload but lose -10 accuracy, giving them a niche that sets them apart from grenzers who are more accurate but reload slowly
  139.  
  140. - Austrian hungarian veteran fusiliers +5 charge
  141.  
  142. - British veteran highland foot +5 reload
  143.  
  144. - British subsidy battalion artillery +5 accuracy
  145.  
  146. - British subsidy field artillery +5 reload
  147.  
  148. - French volontaires hussars +5 morale
  149.  
  150. - Russian pandur grenadiers +5 charge, +5 melee
  151.  
  152. - Russian field hussars +10 melee
  153.  
  154. - Russian settled hussars + 5 melee, +5 accuracy, and now start w/carbines
  155.  
  156. - HRE imperial hussars +10 charge, +5 melee, -5 reload
  157.  
  158.  
  159. Localization / Visual Changes
  160. - Fixed a bug where “Good Halberds” were being classified as “Excellent Halberds.”
  161.  
  162. - Updated the Jönköping muskets’ tooltip to say “excellent charge” instead of “excellent melee” since that is its true strength
  163.  
  164. - Updated Austria’s “Imperial infantry regulations” to correct say infantry replenishment speed -35% instead of morale -35%
  165.  
  166. - Fixed Russian text not fitting
  167.  
  168. - Gustavian personality icon is more of a sea green color instead of light blue, since it looked too similar to Carolean
  169.  
  170. - Made a compromise with the row system so now gaps are formed again, but only for every 8 ranks of men. This helps you identify when your formation becomes an assault column or march column once you begin seeing the divider. But if you draw any standard battle line, you will not get a gap.
  171.  
  172. Update v1.5.4:
  173. Balance Changes
  174. - The AI “Petrine” doctrine now has a malus of -50% morale recovery speed instead of -45% to make it a little easier
  175.  
  176. - The animal mascot encounters have had their chance of appearing bumped up one more time to be a little more common
  177.  
  178.  
  179. Localization Changes
  180. - The text for the “Reinforced HQ” modifier now informs you that the Act III HQ receives a reinforcement army if you play with the modifier on
  181.  
  182. - For chinese players, there is now an option to change languages on Steam in the game’s properties and it will display the correct text in game
  183.  
  184. - Updated Maurician text for Chinese
  185.  
  186. - Updated readability of text for achievements
  187.  
  188.  
  189. Fixes
  190. - Fixed a bug that wasn’t applying proximity weights properly to geographic mission generation. This means it was common for a nation like Poland to receive outlandish missions like invading Scotland instead of receiving missions around their home regions.
  191.  
  192. - Rise of Frederick fixed for widescreen
  193.  
  194. - “Austrian Infantry Regulations” doctrine wasn’t working and is now fixed. The malus has also been changed so that instead of losing a lot of morale in exchange for larger unit sizes, you now lose replenishment speed in exchange for larger unit sizes.
  195.  
  196. - Fixed the “Corrupt Commissars” difficulty modifier which wasn’t correctly increasing the cost of units/officers as it should have been
  197.  
  198. - Fixed a bug where the “General’s combat effectiveness” stat under the insight panel was affecting combat effectiveness of units in his command radius rather than directly improving the general’s combat effectiveness himself.
  199.  
  200. - Polish sejm sound effects have been improved for embedding officers, bribing, and presenting war trophies, they were using old placeholder sound effects
  201.  
  202.  
  203. Unit Changes
  204. Previously the hungarian cavalry and saxon tartars were repeatedly debuffed but I think we had gone a little too far, so I just moved them a little closer to what they were originally as a good middleground.
  205.  
  206. - All Saxon cavalry has had morale increased by +5
  207.  
  208. - Hungarian hussar and veteran hussar morale increased by +5
  209.  
  210. - Polish tartar cavalry morale increased by +5
  211.  
  212. - French Volontaires dragoon had a miscolored piece on their crossbelt which has been fixed
  213.  
  214. - Fixed bug where the Freikorps Veteran musketeers’ hat pompom couldn’t be recolored
  215.  
  216. - Magnate cavalry gains +50 manpower, but cost is increased by +100. Their replenishment moved to very slow, but they get a liege carbine by default
  217.  
  218. - Magnate artillery gains +5 stamina
  219.  
  220. The Polish and Lithuanian dragoons aren't really attractive to use compared to the dedicated Polish cavalry tree, so I wanted to make them a little more viable.
  221.  
  222. - Polish dragoons and veteran dragoons gain +5 charge and +5 stamina
  223.  
  224. - Lithuanian dragoons gain +5 reload and +10 stamina
  225.  
  226. Update v1.5.3:
  227. Swedish Changes
  228. - Swedish grenadiers and veteran grenadiers morale +5
  229.  
  230. Polish Changes
  231. - All Polish infantry & cavalry gain +5 accuracy
  232.  
  233. - All Lithuanian infantry & cavalry gain +5 melee
  234.  
  235. - Made the Pocztowe Recruits more common to find at settlements for recruitment
  236.  
  237. - Reform to request excellent-tier guns now costs +5 more reform pass to ratify
  238.  
  239. - Limit placed on doctrines like “reform the infantry/cavalry/artillery/hetman” to 6
  240.  
  241. - Build political faction now limited to 3 stacks instead of 4
  242.  
  243. - Build political faction weight appearing as a possible reform has been doubled, so it should be much more common to see until you’ve passed it the maximum amount of times
  244.  
  245. - Cost of opening brigades 3-5 lowered by -5% so you no longer need RNG of getting “build political faction” to open your third brigade. It’s gone from 60/105/110/115 to now 60/100/105/110
  246.  
  247. - Noble cavalcade now correctly states it receives a “cavalry” bias instead of a “pocztowe” bias
  248.  
  249. - Requesting the recruit unit via the Sejm now starts with 3 veterancy!
  250.  
  251. - Saxon regulations doctrine now reduces infantry morale damage received by -20% instead of -15%
  252.  
  253.  
  254. Balance Changes
  255. - “Zealous” trait moved to be a rare trait, it currently gives +15% charge for little downside (+5% fire damage)
  256.  
  257. - “Relentless” trait moved to be a common trait, it currently gives +10% charge for a slight downside
  258.  
  259. - “Savage” trait now reduces veterancy by -15% for +15% charge instead of -10% veterancy. It’s an uncommon trait so shouldn’t be as powerful as zealous which is rare.
  260.  
  261. - “Very Slow” replenishment speed has been boosted by +33% faster, making it less annoying to replenish your guard forces. That said, the reason this was put in the game was to add additional friction if you are attempting to field large armies of guards. It also encourages the player to keep the guard in reserve unless they need them on the frontline. There are many new doctrines and skills in the game that massively boost replenishment speed (such as one that increases it by +100%). The Insight system can also boost your replenishment speed, and so can the Swedish military school. Players should not follow the same strategies each time they play- if you are fielding lots of high-tier units, there should be some investment into making those units viable or else they’re simply completely powerful with no downside.
  262.  
  263.  
  264. Visual Changes
  265. - Officer portrait fixes where sometimes the frame was glitched
  266.  
  267. - Localization visual bugs fixed for text being displayed on things like health bars
  268.  
  269. - Localization improvements in the hall of fame
  270.  
  271. - Heatwave weather type brightness increased slightly so the map doesn’t get so dark
  272.  
  273. - Fog on campaign map reduced when the weather is set to foggy
  274.  
  275. Update v1.5.2:
  276. Weather Changes
  277. - Fair should look less dark now on the campaign map
  278.  
  279. - The fog should be a little less intense
  280.  
  281. - Improved heatwaves’ lighting effect to be less intense
  282.  
  283. Polish Changes
  284. - The “Build Political Faction” reform which gives you a discount on Sejm reforms now has a limit of 4 passes; it won’t appear again after that point. I also put in a limit of 10 stacks for the “reform the infantry/cavalry/artillery/hetman” just so it doesn’t break the game if you’re playing on infinite mode and repeatedly passing that reform.
  285.  
  286. - Polish cavalcade’s cavalry stamina doubled buff is no longer conditional on being in command radius, the cavalry now simply recovers its stamina twice as fast while idle, no matter what. This allows you to pull back individual cavalry units to recover without needing to constantly babysit them with an officer.
  287.  
  288.  
  289. Swedish Changes
  290. - GaPa reform slight nerf, the stamina is now -6% instead of -5% but the +10% charge buff remains the same
  291.  
  292. - March Discipline slight nerf, the battle and campaign move speeds are +8% instead of +10%
  293.  
  294. - Indelta Methods unchanged
  295.  
  296. - Sveaborg Principles accidentally was giving +40% accuracy in cover, but is now correctly giving +10%. The malus is now -6% melee instead of -5% similar to GaPa’s slight nerf
  297.  
  298. - Regimental drilling buffed, now gives +15% veterancy gain with +10% morale instead of just +10% veterancy gain and +10% morale
  299.  
  300. - Drabant reforms slight nerf, now gives +12% command radius instead of +15% since it’s giving +4% combat effectiveness in command radius which is very powerful (for those who don’t know, this gives +4% melee, +4% charge, +4% reload, +4% accuracy if you’re in command radius)
  301.  
  302. - The research gain from winning battles has been very slightly reduced (by about -4% less from winning battles)
  303.  
  304. - Stacking reforms takes slightly longer
  305.  
  306. - LegacyOfGustavAdolphus doctrine gives +10% combat effectiveness rather than +12%
  307.  
  308. - Swedish Queen’s Musketeers stat template is now based around the veteran musketeer (but boosted stamina and morale) instead of being based around the life guard. This is because it has a manpower of 1,800 men, making it too strong to be templated off of the life guard unit.
  309.  
  310. Visual Changes
  311. - A few hats were resized in battle to look less oversized
  312.  
  313.  
  314. Localization Changes
  315. - Fixed the “Indeltata” spelling error to “Indelta” when selecting a composition
  316.  
  317. - The pickled herring description has been fixed to be “pickled herring” not “salted herring.”
  318.  
  319. - Parade success description has been fixed, it was using the outcome description for an old duel encounter
  320.  
  321. - Improvements made to Chinese translations
  322.  
  323.  
  324. Bugfixes
  325. - Players were unable to delete their save files due to cloudsaving, which has now been fixed
  326.  
  327.  
  328. Encounter Changes
  329. - “Parade success” description
  330.  
  331.  
  332. Mod Changes
  333. - Fixed mods not being able to load new officer outfit data