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Barbarossa Patch 1.11.6 - Checksum: 630e | LIVE | Patch Notes

Greetings Generals!

Another day another update! Today we're bringing you a minor patch aimed at a few balance changes as well as resolving some more stability and performance issues! For the full patchnotes, check the spoiler tag below!


patch 1116.png


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######## Patch 1.11.6 "Barbarossa" #########
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# Balance
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- Flattened tank chassis IC cost, raising earlier chassis by 10-20%, up to no change at later chassis.
- Transport planes now cost fuel to run.
- Reduced truck damage from logistics strike mission by approx 30%, reduced train damage from logistics strike mission by approx 15%

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# Modding
##################################

- Fixed dynamic modifiers not returning localized keys when supplied
- set_nationality effect will no longer check if the character is 'available' in the target country before transferring them
- set_nationality on characters will no longer cause their owning country to reset to their original country on loading savegame. This addresses several CTDs and some unexpected behaviour

.##################################
# Stability & Performance
##################################

- Fixed OOS and other subtle issues caused by bad ordering of logistics stockpile in deployment logic
- Fixed CTD with mods that fire leaders without giving AI a proper 7 days notice period
- Liberal use of diplomatic_relation in script will not longer slowly corrupt memory, triggering random CTD and OOS

##################################
# Bugfix
##################################

- Fixed CTD when clicking on provinces with no owner (mods only)
 
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Great, i'll reply here again when i'm reaching "Esti is Scandi" again to see whether the bug has been fixed or not.
 
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Uhhh......

20220214165811_1.jpg
 
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The Estonian focus file wasn't touched in this update.
What's wrong
The code is written wrong for Denmark, Norway, and Sweden, such that they will only be annexed if they are HUMAN controlled. Obviously this is wrong and should be the other way around like in Finland's section (is_ai = yes)
Code:
            if = {
                limit = {
                    NOR = {
                        is_ai = no
                        is_subject_of = ROOT
                    }
                }
                annex_country = {
                    target = NOR
                    transfer_troops = yes
                }
            }
            if = {
                limit = {
                    SWE = {         
                        is_ai = no
                        is_subject_of = ROOT
                    }
                }
                annex_country = {
                    target = SWE
                    transfer_troops = yes
                }
            }
            if = {
                limit = {
                    DEN = {
                        is_ai = no
                        is_subject_of = ROOT
                    }
                }
                annex_country = {
                    target = DEN
                    transfer_troops = yes
                }
            }
            if = {
                limit = {
                    FIN = {
                        OR = {
                            is_subject_of = ROOT
                            AND = {
                                is_in_faction_with = ROOT
                                is_ai = yes
                            }
                        }
                    }
                }
                annex_country = {
                    target = FIN
                    transfer_troops = yes
                }
            }
 
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The Estonian focus file wasn't touched in this update.

The code is written wrong for Denmark, Norway, and Sweden, such that they will only be annexed if they are HUMAN controlled. Obviously this is wrong and should be the other way around like in Finland's section (is_ai = yes)
Yeah, i want to see whether i'll get their commanders and admirals too as per my wishes for v6 update but this foci hasn't even core my puppets' core territories and annexes them from the preview. Anyone who wants to do this better instantly form the Nordic League and prepare 300pp each time (total 900pp) whenever one of your puppet are done with their industrial focuses to get the full benefit.
 
The inconsistent character scope traversal and is_country_leader trigger crash are both still present:
 
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Great, i'll reply here again when i'm reaching "Esti is Scandi" again to see whether the bug has been fixed or not.

Yeah, i want to see whether i'll get their commanders and admirals too as per my wishes for v6 update but this foci hasn't even core my puppets' core territories and annexes them from the preview. Anyone who wants to do this better instantly form the Nordic League and prepare 300pp each time (total 900pp) whenever one of your puppet are done with their industrial focuses to get the full benefit.

Will the advisor descriptions ever be added again?

Still no fixing for admiral Horthy's achievement :(
That's a huge pain. Could you please link to your bug reports so I can upvote them?
 
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So if transports are using fuel now... there is no reason why they cannot earn experience in training!

If transports and scouts can be engaged in combat and be shot down... there is no reason why they cannot produce aces!

Make it so - please.
 
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That's a huge pain. Could you please link to your bug reports so I can upvote them?
Here's my bug report, althought the details for my suggestion is on the post you've quoted there on the v6 Beta Patch thread.

 
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Can we get rid of transport planes command point requirements? Yes i know you want players to focus on railways. But if we have the industry to spam Transports then why not let us use it?
 
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I see merit in having transports and scout training. Also their aces couldn't be called "ace" but a suggestion could be experienced captain, or something similar. Their skills could be able to carry more cargo, greater range, less night penalty for transports or a greater percentage in recon, more agility or speed for scouts.

More refinement needed but I like the basis of the idea.
 
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- Reduced truck damage from logistics strike mission by approx 30%, reduced train damage from logistics strike mission by approx 15%

Can someone confirm if this change will apply to older 1.11 saves loaded up in patch 1.11.6? Or would I have to start a new game from scratch to see these changes?
 
I see merit in having transports and scout training. Also their aces couldn't be called "ace" but a suggestion could be experienced captain, or something similar. Their skills could be able to carry more cargo, greater range, less night penalty for transports or a greater percentage in recon, more agility or speed for scouts.

More refinement needed but I like the basis of the idea.

I think an apt name would be master pilot or master navigator or something.
 
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