1. Ymir
  2. News
  3. Hotfixes!

Hotfixes!

Multiple hotfixes have been applied since the last update, rather than a bigger thematic update. This is the changelog of all the cumulative hotfixes including today's.

It includes many bug and exploit fixes, an update of the anti-cheating and new formation types.
I'm aiming to get a stable enough version so i can resume working on new features in the next updates.
Below is the cumulated changelog of all the hotfixes published since the last update, including a new hotfix today (bottom of the changelog).

Hotfixes

- locked claim action in early game until leadership
- fixed rounding issues with resources decimals
- fixed bug occasionnally causing the loss of unloaded resources when pre existing storages are full
- fixed bug causing failed settling actions (empty territory, with slums and storage not poping up)
- fixed invalid wealth production for some service buildings (like cargo and trading)
- production buildings now produce wealth proportionally to actually produced resources (and not if materials aer missing)
- fixed changing formation home not properly encamping the formation
- fixed visual bug of trees appearing on buildings
- resources from events are now state owned
- fixed battle issue of troops sometimes able to raid a building through a cliff or wall
- fixed trade routes not closing when abandonning a settlement
- fixed being able to avoid the annex nb limit for waterwheels and windwheels
- fixed bugs with retreating armies causing the army to be lost after a battle
- fixed invalid deployment location for allies of a territory or gaiag animals when hunting in a settled territory
- fixed hunting battle causing militia to be deleted in same territory
- minor optimizations for large battles rendering on client side
- Militias now can't hold inventory
- evacuating a city now spawns a special migrants type formation and not a regular army
- primitive tribes are now "nomad" type formations and not a regular army
- fixed client battle pathfinding issue on water getting battle display stuck
- fixed bug allowing to uncamp formation below 50AP
- fixed bug in music tracks selection causing tracks to be missing ingame
- fixed tech inertia being enabled in solo mode causing some techs to be too slow to trigger
- armies and national armies can no longer perform the 'settle' action
- adedd 'settlers' formation type
- added 'migrants' formation type
- added 'nomads' formation type
- added formations decay to any homeless formation of a type requiring a home support (such as army & national armies)
- fixed battle bugs with water
- reduced combat strength of civilian units
- speed boost now only available for primitive tribe start
- fixed issues with formations encamping after battles
- battle AI: troops are less inclined to keep targetting an enemy troop if they were inactive in the previous turn (meaning they're unable to engage that enemy, for being in a defensive zone for example)
- battle AI: troops are now more inclined to target enemy troop if its climbing or breaching defenses.
- national armies no longer trigger exploration events, but they also cannot explore new territories (from the perspective of the character giving the movement order) -> fixing the problem of national armies getting immobilized.
- fixed barbarians not despawning when back home
- chats are now ordered by last message date + added nation flags on portraits
- added ability to block characters ingame (mute messages, chronicles, and chats)
- fixed ui issue with the "marshal" button
- fixed treaty term "join nation" available despite member not having the right to recruit
- increased pre-tax voluntary contribution of people from 20 to 25%
- implemented free city upkeep for some territorial types
- doubled lvl1 granary capacity
- increased storage capacity of livestock paddocks
- slightly increased leather production of cows and buffalos but reduced meat production
- removed wealth production of buildings with no workers (water collectors)
- fixed bug when an army retreating to a tile occupied with enemies is destroyed before battle
- fixed tactical retreats registering as a defeat (ex: range army retreating when out of ammo)
- implemented minor pathfinding optimization to better solve direct simple paths
- removed state power transfers from treaties
- removed PNB breaking clauses from treaties
- fixed loyalty issue when spawning as a colony
- upgraded the automatic anti-cheat
- fixed calculation mistakes in importation incomes
- added option to disabled the anti-cheat for server hosts (in server_settings.ini and game_settings.ini )
- fixed an issue with minimum price calculation and added more UI details in the price UI
- fixed battle issue
- loyalty high-tax penalties now proportionnally reduced from its territorial status income modificator (ex -100% for outposts = no high-tax penalty)
- improved price algorythm determining the 'profit rate' of the 'minimum price' section: now fully dynamic to adapt at best to the resource's trading activities.
- inactives no longer capped at max 10% national state power tax
- fix UI issue of servers appearing/disapearing in the servers lobby
- fixed worldmap territories not properly updating when owner switches faction
- fixed formations not updating giving/losing visibility properly on the worldmap
- fixed auto-peace not applying to all the nation members when a foreign character is subjugated by a nation member
- home distance AP regen for formations is now capped at -50% instead of -75%
- fixed bug where after a server restart all encamped units would lose some AP
- fixed barbarians not moving back to nearby barbarian territories after raids
- fixed formations not giving visibility when in battle in the worldmap
- fixed cargo from other own territories not available for trade routes unless cargo is made public
- world price average no longer considers neighbors with rights of passage only (now only considers trade rights)
- fixed rebellion of a subjugated character not triggering national defensive pacts
- rebalanced tech inertia of some critical techs being too high and causing tech lockdown
- fixed not being able to move a national army on explored territory if its owner hadn't explored it himself