Cancels drawing of abilities that trigger when about to attack * Maximum population cap updated to 9999 Rail movement effects are capped at +5 from the starting traffic level Player deals half the damage to units with no view * Improved ambush mechanism, players will be ambushed if they reach a place where there are enemy units within range of misty Area 2 Players take double damage when ambushed If a unit in a prep turn takes twice as much damage, its prep turn number is halved After the diplomatic mission, the ministry will deal with the issue of asking for money within the alliance Fixed a bug where surrender could cause enemy units to be recruited in the city Fixed a soldier model steering error Added tooltip for unknown areas when a unit moves Increased ai combat support for vassal nations * Greatly enhanced stability, increase the capture of bugs, you can find files in the installation directory under log
0.8.1.4 B
Increased Damage taken by demoralized units (<30) will now be increased, and their morale will now reset to normal (50). If the target is not a building and your turn >1 or morale is low, the attack is considered a surprise attack, triggering the surprise attack effect * Fix archive loading failure bug Adjusted impact of commander-in-chief policy tax rate for commander-in-chief mode Adjusted the composition of revenue and commander in chief's budget The commander-in-chief's commission will no longer consume resources other than money Added a prompt message for failing to save the game
0.8.1.4
Add manual archiving function
The damage that can be dealt when attacking does not count the health of a critical hit and parry Displays increased health when units merge
Mechanism adjustment: Removed sequential hand attack, attacks are executed in sequence, unit action level now has a chance to disable counterattack The enemy will no longer be able to counter a surprise attack Melee crit damage multiplier has been adjusted to the health difference with the target, with a minimum of 2 When a unit's ready turn >1, it takes double damage and turns -1
Fixed a bug where skills were not displayed Fixed a bug where skill fusion could go wrong Morale changes caused by cancelling attacks are shown
0.8.1.3
Added new formations for combined units: Lock core formations Give hints when finishing the game by conquering quests Fixed a bug where the faction does not switch during the national Unity event Optimized general name display Fixed a bug that could cause screen errors Optimize the drawing sequence of place names and blood quantity Recalculating the population, the maximum number of people in a single unit is now 30 Adjusted unit population Adjust the recruitment conditions of some generals Adjusted the display of card stars when recruiting units Added action arrow to map Fixed a bug where the message confusion error occurred when viewing the player's group information if the player clicked on another country land * Fixed custom conquest bug * Added rhythm system * Unit grain income adjustment, regarding the grain consumed by the legion per turn: The minimum amount of grain income is 20 percent Food consumed by infantry, armor, artillery, ships, submarines = share of population in this category * food income; At most, the proportion of the population counted in this category is only 50 percent Food consumed by aircraft, missiles, buildings, warheads, generals = proportion of corresponding quantity * food revenue * proportion of maximum maintenance cost for this category * Adjusting the impact of area attributes on initial unit recruitment attributes: The area superweapon level reduces the number of prep turns required to recruit superweapons After unlocking the corresponding weapon level: - The area command level will increase the weapon level for recruiting infantry and artillery The area tech level now increases the weapon level for recruiting armor The regional city defense level now increases the weapon level for building forts The regional industrial level increases the weapon level for naval recruits The regional airfield level now increases the weapon level of the recruit aircraft
Temporary update For 20220524
Fixed bug with intelligence popup error
0.8.1.2
Added the configurable item enableGeneral. The default value is true. If it is set to false, history generals will not be displayed Git Backup project Empire mode background image optimization You can choose your side in the last stage of the Imperial Qing and Russian campaigns Legendary Script Integration Mechanism modification: Adjust the capitulation conditions after the capital is occupied: after the diplomatic start, if the capital is occupied, the capitulation probability is less than 5, otherwise, the capitulation probability is calculated according to the stability, and the capitulation probability is at least 30%; otherwise, the capitulation probability is calculated, and the capitulation probability is 30% Soldier model health display has been optimized to force display Fixed a bug where legion mode could not recruit generals due to special effects Added special effects display of selected units in the right sidebar Optimize window pop-up effects: ignore special effects display when switching with the window Added region name display
0.8.1 1
Mechanic adjustment: Combo units with high morale (>=75) will have their morale reset to normal (50) while on land for ranged attacks.
Large forts and fortresses were built in the industrial age
Added a parameter to specify port construction conditions
Updated 1894 Script event
0.8.11
Added pop-up effects Commander in Chief mode added siege net enhancement event: player's World war Config. properties adds editUpdateIsCheat, which defaults to true. A value of true will treat the BTL modified by the editor as cheating Fixed a bug where remote attacks did not settle correctly Fixed an attack bug with army units after escorting Weapon efficiency changes: Improved weapon base efficiency, reduced upgrade efficiency, and kept the same efficiency at full level as the original Added mechanism: Units whose turn is greater than 1 are grayed out and cannot retaliate when attacked Bonus mechanism: You cannot regenerate health while in hostile territory Mechanic changed: Combo units that attack ranged and target non-building blockages will now be weakened based on their attack distance Mechanic changed: Damage is no longer random, but is linked to morale: Damage = Base damage +(Maximum damage - Base damage)* Morale /100 Reduced stronghold attributes Optimized console damage log output Improved 1857 script events
0.8.0 j
Critical strike mechanism changed: the maximum morale or critical strike rate is >70(Unitmoralmaxlimit), then morale is reset to 50(resetUnitMoraleMax) The first action prompt is reset after the language switch Make the mod mode file config.properties compatible with missing files. If missing files are used, the original will be used and the console will be prompted Adjusted infantry line attributes and weakened artillery The ai can only trigger the player's automatic alliance event if the player's allianceEventFavorLimit is above 60 The ai can only trigger a merge event if its own stability is less than 50 and the player is next door with a power difference of more than 3 times and core territory is lost - Improved the alternate save mechanism: Empire mode only backs up the alternate save once when the game is generated or the script is updated Add instruction to enable backup archive [useBackUpSav x],[x] refers to the archived stageId Area Command level mechanism increased: increases the initial weapon level of units recruited
0.8.0 i
Adding attack Detection Fixed a bug where you lost control of captured area units during negotiations Fixed a bug where circuitry, impact skills and repelling mechanism could go into the sea - Added industrial age artillery, fuel, and energy mechanics to enable the player's group tech level to exceed 30