Darkest Hour Patch Changelog

What's new in Darkest Hour Patch 1.03

Apr 30, 2013
  • Engine changes:
  • Fixed bugs:
  • Fixed a bug with brigades not upgrading when division is set to upgrade to a not yet available unit type or model.
  • Fixed a bug with Detach brigade button availability on divisions with no brigades attached.
  • Fixed an issue on conquering of a province with Rocket site(s) or Nuclear reactor(s) where those are added to the building queue of the conqueror.
  • Fixed an issue with country AI files loaded twice on country creation.
  • Fixed a cosmetic issue in production screen with incorrect land unit speed limits for brigades when more then one brigade is attached
  • Fixed a bug in production screen where right-click menu for trades remained active under “Convoys…” and “Automate…” panels
  • Fixed a cosmetic issue where Convoys button in production screen remains enabled under “Automate…” panel.
  • Fixed bugs in production screen where production and oil conversion buttons remained active under “Convoys…” and “Automate…” panels.
  • Fixed a bug with friendly nation logic where 2 countries at war with each other and against a 3rd country are counted as friendly.
  • Fixed an issue where players controlling non-democratic countries are not allowed to declare war with "Democracies can start war" global game setting enabledThis setting applies to all countries now.
  • Extended "Democracies can start war" global game setting usage to ignore both belligerence and relationship requirements (not just the belligerence one).
  • Fixed an issue with leaders list (unable to change leaders to any unit) when a leader sent with unit to another country is available for selection
  • Fixed a bug with ORG loss (50%) of land units applied on troops unloads only from fleets on Sea Transport missionThis ORG hit to unloaded troops is now applied to all fleet missions, except for Amphibious Assault.
  • Fixed a bug with invalid auto-annexation when a country does not own any provinces and also a game freeze in the same situation when “Tech Team Take Over” option is enabled.
  • Fixed a rare CTD on return of expeditionary forces between 2 AI countries when one is annexed.
  • Fixed a bug with invalid brigades remaining attached in some cases on upgrade from one unit type to another.
  • Fixed a bug with "endgame" event command not ending the game in some cases.
  • Fixed a bug with out_of_fuel_speed unit modifier not used properly for land units out of fuel.
  • Fixed an issue with desired combat range calculation for carriers with 2 or more brigades when the 1st is not CAG.
  • Expeditionary forces set to use their own country combat, difficulty and intelligence modifiers and Min/Max positioning (instead wrongly using those of the receiving country).
  • Fixed event flags not set on clients in multiplayer games.
  • Fixed rare CTD on game exit when troops are loaded on military controlled transport fleet
  • Fixed issues with Nuclear Submarine unit type (not counted as submarine in combats).
  • Removed unused “escort” sprite type.
  • Increased max new development name from 39 to 63 characters (fixes issues with too long division names defined in unitnames.csv).
  • Removed db\units\divisions\none.txt from checksum calculation.
  • Fixed a memory leak on Intelligence panel.
  • Fixed a bug in intelligence report preventing most distinguished active military commander to be reportedActivated scrolling for intelligence report.
  • Fixed a cosmetic issue in intelligence report that included dormant divisions too.
  • Removed Muddy weather from Naval units modifier statistics page (not used in-game).
  • Removed Frozen weather from Naval units modifier statistics page (not used in-game).
  • Changed unit stats color on production list from white to black to match the color used for deployed units.
  • Moved a bit to the left the “Supplied from…” text on unit panel.
  • Changed fleet speed text from “kmh” to “kn” on unit panel.
  • Fixed a bug in CG auto-slider for players (insufficient money production when having negative “free money”).
  • Fixed bugs with military power calculation (2-5 and naval brigades not taken into account before)
  • Fixed a bug on military statistics page not reporting CAG availability on carriers when not on the first attachment slot.
  • Fixed a bug where mixed fleets of CV+CAG and CVLs or CVs without a CAG could be reported as having no CV+CAG at all in naval combats.
  • Fixed issues with missing escort and engineer brigades symbols on unit plate when the last checked unit doesn’t have such brigade.
  • Removed FoW next to all allied units when at war (not only next to units with war allies)
  • Fixed a bug with Expeditionary forces in the redeployment pool being reinforced/upgraded twice per turn (once at the expense of the receiving country and once of its own).
  • Fixed bug with incorrect tool-tips on 2+ brigades for land and air units
  • Fixed a bug in military statistics page skipping not yet deployed units.
  • Fixed a bug with unit modifiers changed by events wrongly applied to foreign expeditionary forces in redeployment pool.
  • Fixed a bug with missing/wrongly applied to expeditionary forces brigade stat modifiers changed by events.
  • Fixed an issue with tech team selection when no tech teams are available.
  • Masters set to get full intelligence report for puppets even when not allied.
  • Fixed a bug with missing tech teams if a country is annexed and then released after save/reload with "TT take over" option enabled.
  • Fixed a bug with missing tech teams if a country is annexed by one and released by another country and "TT take over" option is enabled.
  • Update unit sprite and counter on upgrade from one unit type to another.
  • Fixed a bug with air and land unit path finding when a province is owned by the unit’s country, but controlled by a neutral country.
  • Fixed a bug/exploit where any brigade type could be attached to any unit type when switching between units with a hotkey.
  • Fixed a bug/exploit where retreating to a friendly province unit vanish upon arrival if that province is attacked by a parachute division at the same time.
  • Fixed bugs with country diplomatic relations initialization (random data could occur).
  • Clear/set proper relations on country annexation and TAG change.
  • Added check if the model is not already in list on scrap division/brigade models.
  • Added check if a tech is not already in blueprints list before adding to the list.
  • Fixed a bug with released countries inheriting all deactivated techs from releasing country and some techs could not be researched in result.
  • Fixed CTD on coup of country that is not allied to other countries but has at least one puppet.
  • Added a check to prevent slept by command events to be included more then once in events history and slept listsDo not add slept events to save_date list anymore.
  • Fixed AI bug where a tech team can be left on 2 or more tech slots at the same time.
  • Fixed AI to allow it to start a new tech research on the day the old one is completed instead with 1 day delay.
  • Ministers of countries created after ministers’ End Year won’t be saved anymore (solves a problem where such ministers can be appointed to posts on game reload).
  • Fixed a bug with non-researchable techs if the tech is disabled by other tech research start, but then the project research is terminated because of a tech slot loss.
  • Fixed a bug where AI can start more tech projects research then allowed to.
  • Fixed a bug with lost air units based in a province owned by country A but controlled by allied to A country B when land units from A enter the province and take control of it.
  • Apply combat damage to coastal forts as it is applied to land forts
  • Event driven annexations changed to not cause relationship hits between annexing and other countries
  • Fixed issues belligerence command tool-tip to show the correct country.
  • Fixed military_control trigger tool-tip text.
  • Damaged ships (less then 0.5 ORG and 20 STR) no longer will be deleted after the first hour of combat
  • Fixed a bug with mobilization command applying tickle-back modifiers to (de)mobilized land units.
  • Show only one post battle message per battle instead of message for every player controlled country participating in the combat.
  • Fixed a bug with ‘peace’ event command not refreshing active wars immediately.
  • Allowed existing units of unit types that currently are forbidden for production to be upgraded.
  • Changed inherit event command to be instantly executed to solve some event issues.
  • Fixed wrong tool-tip for difficulty trigger.
  • Ignore “MinAvailable IC as percentage of the final IC” and “Minfinal Available IC” misc.txt modifiers when production is disabled in scenario.
  • Disabled production sliders automation button when production is disabled in scenario.
  • Fixed issues with dissent and CG needs calculations for “IC to Consumer Goods Ratio” setting in misc.txt different then 1.0.
  • Fixed issues in some cases with dissent added by minister changesThere will be dissent only on manual minister change by players now (2% for democracies except for chiefs of staff, army, navy and air, and 1% in all other cases).
  • Fixed issue with false “leader gains new trait” message.
  • Fixed bug with allied area not properly updated on alliance creation or extension
  • Fixed bugs with some modifiers values on doctrine abandoning: extra_tc, tc_mod, tc_occupied_mod, attrition_mod, trickleback_mod, supply_dist_mod, repair_mod, research_mod, radar_eff, building_prod_mod, convoy_prod_mod.
  • Fixed invalid value of lost IC because of partisans on production tool-tip (added lost IC in provinces because of high revolt risk to the total IC hit because of dissent).
  • Fixed crashes on debug level 2 on battle scenarios start when not all provinces on the map are used.
  • Fixed a bug with resources from oversea puppets not delivered to oversea depot if that depot has no supplies.
  • Fixed synchronization issue with delayed convoying of resources from puppets added to oversea depots.
  • Fixed a bug with needed convoy transports calculation to depots where oversea puppets add resources.
  • Fixed a rare CTD on unit reorganization when one of the units is empty (“ghost unit”).
  • Fixed bugs where multiple wars of countries in the same alliance against a common enemy could be created.
  • Puppets set to join (or create) alliance with master on DoW by a country already at war with the master.
  • Non-allied to master puppets are no longer forced to join alliance after the masterFixes a bug with joining a new alliance, but not ongoing wars.
  • Reclaim and return all expeditionary forces on alliance leave or alliance dissolveFixes various issues with troops left under command of another country indefinitely.
  • Fixed issue with air units redeployed to provinces without airport – these will be deployed to province with air base or will be deleted if no suitable deployment province could be found.
  • Fixed broken auto deploy of naval brigades for the player and AI.
  • Fixed a bug with max amphibious size parameter not saved when equal to 3 and reset to 1 upon reload
  • Fixed a bug with “Force puppets to join their master's alliance...” misc.txt setting with puppets joining the alliance, but not joining any ongoing wars.
  • Fixed broken “Force puppets to join their master's alliance if AI Neutrality is...” misc.txt settingChecked daily, puppets will join master’s alliance and any ongoing wars now.
  • Fixed a bug in merge wars logic resulting in members of the same alliance in separate wars against a common enemy.
  • Fixed alliance merging so all members of the old alliance to join the new oneAll wars of both alliances will be merged too if possible.
  • Removed redundant country entry in save game for divisions left after strategic redeployment.
  • Fixed an issue with military controlled by player land units disengaging from combats on their own.
  • Fixed a random issue with units not taking control of a province when entering it, usually if attacked immediately.
  • Tweaked transport AI to not use enemy provinces as staging when there are friendly provinces in the areaFixes weird AI behavior like start/cancel hopeless attacks
  • Fixed CTD on game save in MP games if another player issued “Remove all countries” from intelligence targets list
  • Fixed a bug with incorrect spy settings sent to host for a new country added to intelligence targets list in MP games.
  • Fixed issues with naval units transferred to alliance leader on annexation (leader was transferred too and ships kept old owner, country bonuses etc.)
  • Fixed issue with stats of rebel units switching side to a revolting country not using proper new country unit stats.
  • Fixed issues with units in captured ports:
  • Always delete empty fleets
  • Captured ships will be properly transferred to the new country and updated to its stats
  • Always capture enemy ships in civil wars if no retreat possible
  • Friendly fleets will be left in the port
  • Neutral fleets will be expelled from the port
  • Enemy fleets (not sunk or captured) will be expelled from the port if possible
  • Loaded transports cannot be captured anymore
  • Delete enemy fleets if no retreat is possible
  • Fixed issues with leader assignment UI - lag and leaders availability, when leaders from another country are in the list.
  • Fixed "Load new AI settings on AI file switching to all clients in MP games.” misc.txt setting not working properly.
  • Fixed bug with dissent and belligerence hits and cost from DoW not recorded on clients in MP games if the DoWed country joins a major alliance.
  • Fixed multiple dissent and belligerence hits and cost from DoW if the DoWed country had allies and all join a major alliance.
  • Fixed attrition losses value on tool-tip (was shown 10 times higher then the real).
  • Fixed issues with convoy transport/escorts under production tool-tip on top of the new convoy creation panel (random invalid values, not accounting for already built in serial builds, not accounting for amount of convoys/escorts added to the pool).
  • Fixed game lag issue when AI tries to rebase to inaccessible port.
  • Fixed a cosmetic issue with land unit speed shown under leader picture (it was 25% higher then the real unit speed).
  • Disabled "Join Alliance" diplomatic action when target country is not the alliance leader.
  • Improved desired naval combat range calculation by excluding disorganised and non-combat ships in fleets.
  • Disorganised carriers and bombers cannot do damage to buildings anymore.
  • Improved DoW logic when a member in alliance declares war on a country that is already at war with another allied country or vice versaCountries join the existing war, instead of making a new one.
  • UI – fixed missing highlight on Weather Map button when selected.
  • Fixed a rare bug where an unit that is attacking in 2 provinces at the same time (after a rebellion in the current province while attacking another one) wrongly retreats to an enemy province when losing both battles and vanish on arrival.
  • Fixed a bug in production AI incorrectly building brigade types with no (0.0%) build priority set in AI files.
  • Fixed a bug with production AI overriding "max_factor" construction setting when "Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled)Enabling this will encourage AI to build more IC when this ratio is exceeded." misc.txt setting is enabled even when "ic_end_year" is exceeded (incorrectly making all IC available for other constructions and convoys).
  • Changed GDE to apply to "Base chance of Land units to avoid hit if no defences left" too.
  • Fixed puppets to end all old alliance wars when leaving an alliance after the master.
  • Changed rebel units to use attack (as any other AI or player controlled countries do) instead of move order when moving to another provinceRetreating rebel units no longer are allowed to change mission.
  • Fixed a rare bug with vanishing land units when participating in 2 land combats at the same time (one attacking and one defending) and losing any of those.
  • Fixed issues (missing airbase tooltip and selecting by a click on the base sprite) with air unit based in countries granting only military access.
  • Cancel (no longer valid) ongoing unit moves to neutral provinces after peace deals
  • Fixed a bug where land units can be loaded to non-allied ships in ports in provinces with just Military Access to province controller.
  • Fixed a bug in multiplayer games where units given as expeditionary forces from host to clients change ownership permanently upon redeployment.
  • Set proper division stats on divisions transferred from deployment pool from one country to another on civil war start.
  • Return deployed or into the redeployment pool expeditionary forces to ex-allied countries on peace, war declarations and alliance changes.
  • Improved maintenance of original unit owner on change of controlling country.
  • Preserved current intelligence level on TAG change.
  • Fixed a bug with Support Defense mission not cleared when combat ends.
  • Fixed a bug with fleets remaining trapped in ports on province capture if escape sea zone is controlled by the same province (Suez, Panama etc.).
  • Fixed a rare CTD when a unit is deleted while in the list of selected by the player units.
  • Fixed a bug with missing messages when non-empty army, fleet or air unit is killed (captured) by the enemy.
  • Support defense and Planned defense missions no longer can be set to impassable provinces.
  • Fixed a bug with Shore bombardment mission not available to own controlled provinces if the country is not allied to someone.
  • Fixed a bug with lagging behind or missing production queue refresh after an item priority change for clients in MP games.
  • Fixed land and coastal fort bonuses to be applied only to province controller when defendingPreviously those were applied to the defender even when not controlling the province (after rebel pop-up for example).
  • Fixed incorrect strength bar for side in combat when 2 or more units participate on the same side.
  • Fixed a bug with random unit merge after redeploymentAddresses many issues including permanent change of divisions ownership.
  • Allowed AI puppets to become AI front area leaders.
  • Fixed a bug with incorrect country specific division stats (added by techs, events etc.) on upgrade if the division is in control of another country (stats form the controlling country are applied instead from the own one).
  • Fixed a bug where divisions with no ORG did not properly have a chance to be targetted in land combats (misc.txt modifier).
  • Fixed a bug with own units not upgrading when in the redeployment pool.
  • Fixed issue with random events firing for all countries when TAG = { ..} list is used, instead of firing only for countries in that list.
  • Fixed stacking penalty calculation in naval combats to count all friendly ships in the combat instead of counting only own ships.
  • Improved strength, demobilize, strength_cap commands to ensure that these will be applied to all own units even it those are currently controlled by non-friendly nation.
  • Fixed a bug with AI being able to redeploy units when Strategic Redeployment mission type is not available for the country.
  • Fixed a bug with incorrectly triggered events on game start.
  • Fixed an issue with oversea provinces and fleets stationed in foreign ports that can be given at random to ex-alliance leader when a country is made puppet of another country.
  • Fixed an issue with “Load AI files from Moddir only” misc.txt setting usage.
  • Fixed an issue with AI not accounting for blocked strait when attacking, sometimes resulting in attacks/cancel attacks cycle to a wrong province.
  • Fixed an issue with naval combats range calculation.
  • Fixed a bug with custom alliance names resulting in crash on scenario end when used.
  • Fixed a bug with improperly applied and used max base province revolt risk modifier (misc.txt).
  • New features:
  • New production panel layout (optional), with support of bigger unit pictures.
  • New division panel layout (optional), with support of bigger unit pictures.
  • Enable naval brigade pictures in the production UI (optional) instead of using brigade icons.
  • Implemented retirement year for ministersAdded retirement year to minister tool-tip.
  • Implemented retirement year for leadersAdded retirement year to leader tool-tip.
  • Changed default map mode on new game start from Terrain to Political View.
  • Implemented Plain terrain attack, defense and movement modifiers (modifiers.csv).
  • Implemented Clear weather attack, defense and movement modifiers (modifiers.csv).
  • Implemented 109 custom unit types (2 new, 8 reserved and 99 user defined)See db\units\division_types.txt for details.
  • Implemented 113 custom unit types (9 new, 5 reserved and 99 user defined)See db\units\brigade_types.txt for details.
  • Added 2 new optional (see misc.txt) tech overview panels for Unit and Brigade models.
  • Added new unit modifiers statistics page layout that can be switched on from misc.txt
  • Added missing “flying_bomb” sprite type
  • Allowed any ship type with CAG type brigade to act as carrier in naval combats.
  • Implemented new land brigade modifier – speed_cap, which cannot be exceeded by land divisions with such brigade attached.
  • Added moddable modifiers for every brigade type (db\units\brigade_modifiers.csv).
  • Added proper multi-language modifier names on statistics page.
  • Optimized some triggers evaluation by skipping dormant divisions and brigades in the pool.
  • Allowed all naval units with Sea Attack greater then 0 to fire in combat.
  • Buildings in production queue set to use gfx\interface\plate_provbuilding.bmp instead of gfx\interface\plate_prov.bmp.
  • Cosmetic – moved air/naval unit speed on unit panel few pixels up for better view.
  • Optimized available division/brigade models list save game format.
  • Added new tech components: cavalry_tactics (before rt_user_1) and rt_user_17 to rt_user_60 (after rt_user_16).
  • Casualties report (optional, misc.txt):
  • Added 37 equipment categories to be used in brigade and unit types (per model) under new equipment = { } section:
  • manpower, equipment, artillery, heavy_artillery, anti_air, anti_tank, horses, trucks, halftracks, armored_car, light_armor, medium_armor, heavy_armor, tank_destroyer, sp_artillery, fighter, heavy_fighter, rocket_interceptor, bomber, heavy_bomber, transport_plane, floatplane, helicopter, rocket, balloon, transports, escorts, transport, battleship, battlecruiser, heavy_cruiser, carrier, escort_carrier, light_cruiser, destroyer, submarine, nuclear_submarine
  • Added 7 more statistic pages: Army Equipment Comparison, Air Force Equipment Comparison, Naval Equipment Comparison, Taken Losses (Air), Inflicted Losses (Air), Taken Losses (Naval), Inflicted Losses (Naval)
  • List current losses in battles (per country) on the tool-tip over battle progress bar (both on battles list and for current battle)
  • List current equipment for each side in battles on the tool-tip over its strength bar and flag in battles list
  • List current equipment for each side in battles on the tool-tip over its flag in battle panel
  • List current equipment for the selected unit on tool-tips over unit strength bar and over unit’s type icon
  • List current, max, less equipment for each division in combat on tool-tip over its picture
  • List current, max, less equipment for each division on tool-tip over its picture in unit lists
  • List current, max, less equipment for each division on tool-tip over its STR bar in unit lists
  • List current, max, less equipment for each division on tool-tip over its picture in (re-)deployment pool
  • List current, max, less equipment for each division on tool-tip over its STR bar in (re-)deployment pool
  • List current, max, less equipment for each division on tool-tip over its big picture in division panel
  • List current, max, less equipment for divisions in production list on tool-tip over division picture
  • List brigade equipment on tool-tip over brigade check-boxes in production panel
  • List brigade equipment on tool-tip over brigade icon in production panel and in build queue
  • List division equipment on tool-tip over division icon in production panel and in build queue
  • List total (division + all brigades) equipment on tool-tip over division picture in production panel and over division palate in build queue
  • Post battle losses reports
  • Added 3 Combat Losses Report styles, selectable from the right-click menu above the Pause button
  • Added 3 Equipment Report styles, selectable from the right-click menu above the Pause button.
  • Added tool-tips on Strength and Organization bars on units in (re-)deployment pool.
  • Tweaked message box text width to use space under shields too.
  • Allowed taller message boxes on higher screen resolutions (limited up to 736 pixels before).
  • Retirement year of generated dummy ministers set to current year + 1.
  • Added new texts for garrison trigger when used for ships.
  • Improved allied area calculation logic to include puppets and friendly nations too.
  • Improved convoy system:
  • Allow supply convoys to start at and resource convoys to end to province controlled by a friendly nation
  • Cancel convoys with invalid paths (like enemy controlled strait on the way).
  • Improved provincial supply depots creation logic to take into account allied areas and put resources directly to capital when this is possible.
  • Proper calculation of produced in the area resources.
  • Improved precision of needed transport convoys calculation.
  • Improved needed transport convoys calculation for convoys from oversea puppets.
  • Delete inactive resource convoys (no resources at start area) when "Merge and relocate provincial depots to the best province in the area." option is enabled.
  • Allowed resource convoys to ship back to capital exceeding supplies from oversea depots (optional, misc.txt).
  • Added current Trickle back modifier to Tech Overview page.
  • Enabled leader change for foreign expeditionary forces for players and AI countries.
  • Added new (optional) section to INC files: ai_settingsAny AI preferences can be defined inside it (same format as in AI files).
  • Clear old brigade and unit build preferences for AI when new are loaded from an AI file.
  • Improved province tooltip on “Economy” map mode to include max produced resources of any kind (only current and base values shown before).
  • Added tooltip about policy slider effects on the next step even when this move is not allowed currently.
  • Improved Merge Air unit tool-tip (UIW_MERGE_AIR_DIS_IRO) text to show the correct max air unit size as set in misc.txt.
  • Enabled (only in debug mode as it is redundant in most cases) the missing message about sent expeditionary forces between non-enemy countries.
  • Improved incabinet trigger tool-tip text by adding government position for minister next to his nameTC_IN_CABINET and TCNOT_IN_CABINET strings should be updated in mods!
  • Introduced 2 new AI front settings used to determine the front leader for fronts in areas controlled by multiple AI countries:
  • front_leader_home – used when calculated for areas direct land connection through allied or own controlled provinces to the capitalDefault is 5
  • front_leader_overseas – used when calculated for areas with no direct land connection through allied or own controlled provinces to the capitalDefault is 0
  • Sort divisions not only by type, but also by model on unit view panel.
  • Log to events history events with no country that have tag = { } list defined.
  • Added missing battle reports after naval and land bombingsActive only when casualties' reports are enabled
  • Added missing sunk ships list after air attacks.

New in Darkest Hour Patch 1.02 (Nov 22, 2011)

  • Made the patch installer compatible with all Darkest Hour distributions (Steam, Impulse, Boxed German version etc.)
  • Set correct registry keys for all Darkest Hour distributions (fixes a problem with reported version in Launcher)
  • Converts the boxed German only version into a fully functional Darkest Hour (restores all languages, deleted pictures and changed names)
  • Engine changes:
  • Moved in-game multi-player messages few pixels down for better view.
  • Fixed a bug with land units' arrival time calculation on save/reload at the same game hour when the move order was given.
  • Fixed a bug in best port in area selection used for convoys.
  • Fixed a bug with country description text set in scenario files (replaced by default one on deselect/select of a country). Changed default scenario text format to 4 digit year instead of 2 (TAG_YYYY_DESC).
  • Added convoyed out resources/oil/supplies to daily resources flow statistics page.
  • Fixed tool-tip for atwar = TAG trigger.
  • Fixed a bug with naval units left in ex-allied ports when alliance is broken peacefully. Such fleets will be moved out of the port at 1 o'clock.
  • Fleets that has no valid naval base set will automatically rebase to the closest allied port now (checked once on 15 days). Fleets on Rebase, Move, Redeploy, Transport, Amphib. Assault or Sneak move missions are skipped.
  • Fixed issues with secederegion and secedearea commands. Now these commands behave as secedeprovince command does.
  • Added new options to secedeprovince, secedearea and secederegion commands (check event commands.txt for details).
  • Fixed a bug with ‘intelligence’ scenario parameter not applied to AI countries.
  • Implemented a new command for delayed triggering of events: event (check event commands.txt for details).
  • Allowed Pause button shortcut to be re-defined in buttons.txt. Added 2 new button definitions that can be used as shortcuts in buttons.txt : pause (ASCII 0x13) and space (ASCII 0x20). NOTE: There are problems if spacebar is used as shortcut for button (impossible to use empty space in rename units/divisions for example).
  • Added new optional division/brigades models parameter: on_upgrade = yes/no(default). When set to “yes” current model’s upgrade_time_factor and upgrade_cost_factor modifiers will be used on upgrade to the next model instead those of the next model.
  • Fixed a bug with supply check for units (reported as supplied by own/allied capital even if the country has no supplies at all).
  • Fixed a bug with naval units supply check (reported as supplied as long as they have a valid naval base even if there are no supplies there).
  • Fixed a bug with oil and supply check for units supplied from allied capitals (reported as supplied/fueled even if there are no supplies/oil there).
  • Fixed a bug with supply check for units in combat supplied from own/allied capital (reported as supplied even if there are no supplies available).
  • Fixed a bug with oil usage of ships in ports (no oil consumed, always reported as having enough oil).
  • Fixed a bug with supply and oil usage and status update on units in combat.
  • Fixed a bug with convoyed out oil calculation (more oil then currently available at home can be convoyed out).
  • Tweaked convoy logic to not convoy out from home supplies or oil if these are required for troops at home.
  • Tweaked required supply convoy transports calculation logic to take into account available at home supplies/oil for transportation too (not just required at the destination).
  • Fixed a bug with supply convoys exporting more supplies then need at the destination in some rare cases (huge need of oil for example).
  • Greatly improved game speed in games with many units and ongoing wars. Faster map scrolling.
  • Many tweaks to and bugs fixed in production AI (sliders, priorities, production):
  • construction of Land Forts to province in higher level then set in AI files
  • construction of Coastal Forts to province in higher level then set in AI files
  • bug when IC has been assigned to upgrades when MP is less then 5 even if AI is set to not upgrade
  • Improved distribution of exceeding IC logic (IC that remains after all immediate needs are covered)
  • bug with production sliders for AI countries (too much IC assigned to CG in some cases)
  • bug with Production AI not building anything if MP is less then 5
  • tweaked logic used for max serial production line calculation
  • removed hard-coded logic for brigades that can be attached to Garrison units (MP, AT, AA)
  • removed hard-coded logic for brigades that can be attached to Carriers (Granted CAG only), TAC (granted ESC only), STR (granted ESC only) and HQ (granted AA only) to avoid exploits (producing with brigade not researched yet) and to allow producing with more then one brigade (CV’s only).
  • tweaked Production AI MaxBatchHomeFront parameter usage (removed the requirement of current MP pool to be less then daily produced * 180 for this parameter to be used).
  • bug with production AI producing Infantry units even if these are set to 0 priority by an AI file.
  • tweaked production AI to allow more rapid IC construction when force_ic_until = YEAR AI parameter is valid.
  • fixed a bug with production AI stopping producing any units once it reaches the desired ratio between land/air/naval.
  • Fixed a bug with resource convoys' creation on enabled depots relocation from misc.txt.
  • Fixed a bug with missing flag/counters on change TAG when old country uses changed via event/scenario file default flag.
  • Fixed a bug with Convoy raiding AI trying to re-base fleets to invalid province.
  • Many new misc.txt modifiers:
  • Allow change by players of HoS or HoG
  • Used change TAG on coup logic
  • Use speed to set garrison status (no move allowed) to land units.
  • Max daily dissent that can be added to player controlled countries when not enough supplies are produced
  • Do not start producing any new units when more then THIS percentage of the currently available MP is required for reinforcements of existing units and the country is at war.
  • Do not start producing any new units when less then THIS MP is available in the pool
  • Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province
  • Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province) if the said province is used as supply base
  • Min. required relations between allied countries required for AI to secede claimed by the player provinces to him.
  • Max. serial line depth for production of Garrison and Militia units
  • Min. total IC threshold required to enable serial production of naval and air units.
  • Filter used on available for release countries list based on regular_id and intrinsic_gov_type set in revolt.txt (applied to both players and AI).
  • Chance to target divisions with no ORG left in land combats.
  • Max. redeployment days for AI controlled units cheat.
  • Reinforce to upgrade modifier.
  • Screen or Capital ships targeting in naval combats.
  • Land units speed modifier for units out of supply.
  • Land units speed modifier for units containing at least one division with ORG less then 1%.
  • Movement time modifier for fuel consuming land and air units when out of fuel.
  • Default speed for fuel consuming land units when out of fuel.
  • Combat Modifier: Default Supply Problems Mod – Air
  • Combat Modifier: Default Supply Problems Mod - Naval
  • Combat Modifier: Default Fuel Problems Mod - Land
  • Combat Modifier: Default Fuel Problems Mod - Air
  • Combat Modifier: Default Fuel Problems Mod – Naval
  • Strategic redeployment mission: Added value, independent from real distance.
  • Strategic redeployment mission: Multiplier on the real distance.
  • Use old (pre DH 1.02) save-game format for divisions.
  • Old TAG's Claimed Provinces list is cleared on TAG change now.
  • Fixed a bug with no update of regular_id and intrinsic_gov_type on change TAG.
  • Fixed bugs with needed in local depots oil/supply calculation on game reload that can cause convoy problems.
  • Added new optional parameter in revolt.txt: coup = { TAG1 TAG2 … TAGx }. (Check revolt.txt for details).
  • Fixed a bug with canceled free resource trades from Master to Puppet when the Master has resource shortage of any resource.
  • Fixed bugs with country specific values exported to misc.txt (“country” section) not saved in some cases and reset to default upon reload.
  • Expanded build_division command with 3 new optional parameters: cost, name and where (check event commands.txt for details).
  • New parameters for items in the build queue that can be used in scenario files:
  • unitcost = yes(default)/no # Used for players only. When set to “no” preset unit cost will not be recalculated.
  • new_model = yes(default)/no #Used for AI countries only. When set to “yes” the build unit will be always with the latest available model.
  • Fixed bugs in some triggers evaluation when used with no country set in generic events – lost_VP, lost_national, lost_IC, alliance, war, access, non_aggression, guarantee, trade, puppet, participant, military_control, nuked.
  • Fixed a bug with supply convoys to depots which require more oil/supply that can be stored in a local depot and in result huge amount of oil or supplies can be lost every day.
  • New invasion AI parameter: province_priorities = yes/no(default) (check Invasion AI - How To.txt for details).
  • Include claimed provinces to the tool-tip about provinces that are going to be seceded to a released country.
  • Expanded ground_def_eff event command (check event commands.txt for details).
  • Fixed a bug where one air wing in air unit on bombing mission takes most of the damage.
  • Fixed a bug where min. mission ORG setting is replaced by STR setting upon saved game reload.
  • Fixed a bug preventing events set for REB tag to fire.
  • Added another value to MANUAL_OR_ BY_INFLUENCE _MOVES in policy_effects.csv
  • Exported dissent hit on country release to policy_effects.csv (MODIFIER_DISSENT_ON_RELEASE).
  • Fixed a bug in VP calculation used to halve dissent on new country release (used national provinces instead of controlled).
  • Fixed tool-tip of participant trigger when used with value = 0 (check for any alliance).
  • Added 2 new unit model modifiers: reinforce_cost and reinforce_time.
  • Added extra typo checks on many triggers.
  • Fixed bug where naval bases can be produced in provinces without port allowed (just coastal).
  • Fixed a bug in country creation code setting automatically civil war when VIC country is released.
  • Generic events set to not fire for REB tag
  • Land units in production now have correct speed shown based on attached brigade(s)
  • Added new optional unit model modifier - out_of_fuel_speed. Set speed to THIS value when the fuel consuming unit is out of fuel. Default value is set in misc.txt
  • .Added new optional unit model modifier - no_supplies_combat_mod. Combat penalty when out of supplies. Default value is set in misc.txt.
  • Added new optional unit model modifier - no_fuel_combat_mod. Combat penalty when out of fuel. Default value is set in misc.txt.
  • Fixed a bug with not working “Tech-Team Take Over” option on annexation set by ‘inherit’ event command or by Demand Territory diplomatic action.
  • Fixed CTD on scenario exit in some cases when “Tech-Team Take Over” option is enabled.
  • Light Armor brigade set to use new short name string (NAME_LIGHT_ARMOR_BRI) instead of sharing name with light armor unit (NAME_LIGHT_ARMOR).
  • Fixed tool-tip text for air and naval leaders rank in change leader lists.
  • Fixed a bug with units loaded on transport planes reported as out of supply and losing ORG in result.
  • Fixed a bug where a Parachute unit can be loaded by the AI on more then one transport plane at the same time that corrupts saved games.
  • Fixed a bug in secedeprovince, secedearea and secederegion commands validation checks when “which” argument is set to -1 or -2.
  • Fixed bugs with invalid combat traits gained in combat. 'Blitzer' trait could be gained too.
  • Changed save game format for divisions. Optimized numbers saving. Removed redundant entries. Reduced saved game file size by 5-10%.
  • Fixed a bug with missing upgrade modifier on air units range.
  • Implemented upgrade from one unit type to another.
  • Added support for up to 5 attachments for air and land units too.
  • Fixed issues with doubled stats of brigades in pool on game reload.
  • Brigades added to units created by event commands now will use the latest available brigade model instead of being model 1.
  • Greatly improved DB files auto-check for errors and error reports:
  • Added TAG validation for airnames.csv, armynames.csv, navynames.csv and unitnames.csv files.
  • Report for wrong command syntax (Missing = in statement.)
  • Report for invalid event picture – only when extra debug logs are enabled in settings.cfg
  • Seazones.txt - only when extra debug logs are set to 2 in settings.cfg
  • Report on missing tech year or tech picture - only when extra debug logs are enabled in settings.cfg
  • Report on incorrect format of text strings (missing or extra %) - only when extra debug logs are enabled in settings.cfg
  • Added more AI debug logs when extra debug logs are set to 2 in settings.cfg
  • Check for missing translation or misplaced % in texts when extra debug logs are set to 2 in settings.cfg
  • Check for duplicated minister IDs in minister files
  • Log ID conflicts to savedebug.txt
  • Fixed tool-tip for intelligence_network minister effect.
  • Implemented wakeminister command (check event commands.txt for details).
  • Fixed a bug where killed/slept ministers in cabinet can be auto-replaced by a minister ahead of his starting year.
  • Improved Air AI:
  • Fixed a bug where air wings are not evacuated from threatened airbases of military controlled AI countries
  • Set default air missions duration to be 60 days instead of 10 years
  • Enabled Air Scramble mission for the AI
  • Tweaked Nuke AI priorities – use current nuclear reactor size in target province instead of max size
  • Fixed a bug where air AI of military controlled countries can remain inactive after control release
  • Greatly improved game speed in scenarios with many air wings with long ranges and big alliances, but no wars.
  • Fixed major memory leak, most obvious in very long continuous game sessions (20+ years) where 800+ MB of RAM could be lost. Reduced time needed to exit to main menu from a long game session.
  • Fixed CTD on exit to main menu or exit to Windows.
  • Fixed a bug with missing decisions in available decisions list.
  • Added new map logs (savedebug.txt, on scenario start) when extra logs are set to 2 in settings.cfg:
  • List of all coastal provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner
  • List of all beach provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner
  • List of all provinces with ports: ID, Name, Naval Base Size, Island or not, Area, Region, Continent, Controller, Owner
  • List of all provinces with air bases: ID, Name, Air Base Size, Island or not, Area, Region, Continent, Controller, Owner
  • Fixed CTD on annexation by command of a country twice in the same event.
  • Fixed game freezes when Militia unit type is disabled for production for an AI country.
  • Added new combat modifier - Out of Fuel, definable in misc.txt (default per land/air/navy) and per model in unit files.
  • Allowed Out of Supply combat modifier to be applied to naval units too.
  • Added commands to modify country specific unit modifiers:
  • out_of_fuel_speed
  • no_fuel_combat_mod
  • no_supplies_combat_mod
  • Fixed a bug with not applied to existing units upgrade modifiers from events for brigades on 2-5 slots.
  • Fixed bugs with parsing of construction section in AI files - AA_provs, coastal_fort_provs, radar_provs, air_base_provs, naval_base_provs, fort_provs, ICProvs
  • Fixed a bug preventing AI to attach brigades to deployed units with one or more brigades attached already.
  • Fixed a bug where AI can deploy more then max allowed aircraft in a single air wing.
  • Fixed a bug with auto-disbanded traded units when Max. strength is too low. All traded land/air units set to be with 1% Str.
  • Tweaked auto-production sliders logic:
  • Do not assign extra IC to CG to counter dissent if there is not enough IC for production and production is prioritized
  • Do not assign extra IC to supplies when below Critical/Desired stockpile levels if there is dissent and CG are prioritized over supplies
  • Display division stats with fractions when needed
  • Fixed a bug where a Parachute unit can be loaded by the AI transport plane and ship at the same time that corrupts saved games.
  • Fixed an issue with production progress going above 100% for a day before the item is completed.
  • Added new "demobilize" command (check event commands.txt for details).
  • Added new optional brigade setting – detachable = yes/no, defined in brigade files. By default all land and air brigades are detachable and all naval brigades are not.
  • Fixed a rare CTD on AI country annexation.
  • Fixed issues in deployment of finished IC to provinces. Improved AI IC production and deployment.
  • Fixed CTD on province owner change when 3 or more own arreas get connected in result.
  • Launcher changes:
  • Fixed a rare crash when no web browser is defined
  • Fixed an issue with reset of extra logs setting to 0 when set to 2
  • Translation changes:
  • Fixed a corruption of saved games in result of wrongly formatted string in German, Italian, Polish and Spanish languages
  • Updated French translation
  • Updated Italian translation
  • Updated German translation
  • Added Russian translation
  • Updated Polish translation
  • Updated Spanish translation
  • Fixed invalid characters or formatting issues

New in Darkest Hour Patch 1.01 (May 9, 2011)

  • EXE changes:
  • Tweaked Nuke AI targeting:
  • nukestriketolerance now is used as the starting value in Nuke evaluation – the higher it is, the more often the AI will use nukesIt is recommended to set this a bit under 0.0 to order the AI to nuke bigger enemy Core provincesGood values in most cases are about -50 to -20
  • nukestrikedesirability is used as a multiplier on the final value if it is > 0.0A good value seems to be about 50.0If set to 0.0 or less the AI will not use nukes at all.
  • Damage to infrastructure taken by nukes uses 0.1 steps to allow rebuilding back to 100% infra.
  • Fixed Remaining infra after nuking cannot be less than 1 step (0.1 or 10%) to avoid AI problems.
  • Allowed IC in provinces to be reduced to 0 from nukes (was limited to 0.1 IC before)
  • Fixed a problem with saving of damaged IC - sometimes it could be wrongly restored upon reload
  • Fixed a bug with command not being applied to units in the redeployment pool that haven’t been deployed to the map yet.
  • Tweaked Light Levels on provinces in Diplomatic Map mode (in general all were too dark).
  • Fixed bugs with events and decisions availability on change of TAG
  • Fixed occasional CTD problems after change of TAG
  • Fixed missing leaders on multiple change of TAG commands in the same game session.
  • Fixed CTD on game load with extra logs (settings.cfg) enabledOnly if there are naval brigades in the redeployment pool of a country.
  • Changed the hard-coded minimal MP cost for units from 0.1 to 0.001 MP.
  • Code optimizations for the generic events
  • Set policy slider to 0 on country creation for locked sliders (every policy_effects.csv - MANUAL_OR_ BY_INFLUENCE _MOVES)
  • Puppeting/Coups/GoI cannot change locked sliders (every policy_effects.csv - MANUAL_OR_ BY_INFLUENCE _MOVES) anymore
  • Fixed a bug with selectable game maps preventing read of tiles.bmp form Map_X located in MODDIR if there is no such file in default Map_X folder.
  • Made upgrade to model and type moddable for every brigade/unit:
  • Upgrade type and model can be specified in brigade/division filesFor example to upgrade LArm-2 to ARM-2 add armor = 2 into the model = { } entry for L-Arm-2 in light_armor.txt
  • This is optional and can be skippedBy default every unit/brigade is upgradeable to the next model of the same type with 2 exceptions:
  • LArm-2 by default upgrades to ARM-2
  • All ships by default do not upgrade
  • It is possible to specify upgrade to a model of the same type alsoFor example, INT-4 can be set to upgrade to INT-7 directly and skip the two rocket interceptor models in interceptor.txt, simply by adding interceptor = 7
  • It is also possible to forbid a specific model to be upgraded at allTo do that set its upgrade model to -2For example, INT-6 could be set as non-upgradeable even if there is an INT-7 model by adding interceptor = -2
  • Fixed a bug with upgrade time and cost of brigades (current model modifiers were used instead of the modifiers for the next model).
  • “Do not upgrade” button for naval units set to be available only if there is at least one brigaded ship in the fleet or at least one ship that can be upgraded.
  • Updated Statistic page to show upgrade progress on Statpages for naval units too.
  • Added new optional division/brigades models parameter: upgrade_time_boost = yes/noWhen it is set to yes (default value) upgrade time for models 2 or more levels obsolete will be reduced (as in vanilla)When set to NO there will be no upgrade time reduction for older models.
  • Changed default values of upgrade_time_factor and upgrade_cost_factor from 0.0 to 1.0.
  • Fixed CTD bug on remove_division command if this division is in the build queue.
  • Fixed CTD bug on remove_division command if this division is currently selected by the player.
  • Fixed a bug with the availability of some missions (like Amphibious assault) against rebels when the country is not at war with anyone.
  • Fixed a bug with the optional (misc.txt, ai section) conquer province rules (AI masters can be set to get all provinces conquered by AI puppets) preventing AI puppets from occupying provinces when the AI master is not at war with the 3rd country.
  • Fixed an AI bug with transport fleets wandering in and out of port at random.
  • Fixed CTD on strenght command wrongly applied to brigades in (re)deployment pool
  • Fixed CTD on delete via event command of division currently into the redeployment pool of another country
  • Added new option to events: [all = yes/no (default)]When such event is triggered by command it will be executed for all countries in TAG = { } list or to all countries in the world when no TAG = { } list is specified.
  • Triggered by a command event with TAG = { } list will not be executed for the current sountry if it is not into the TAG list (and no [all = yes] option set).
  • Fixed a bug with occasional deleteted land units in MP cooperative games during unit split from the second country (hourly, noticed on higher game speeds).
  • Fixed a bug with invasion AI ordering and canceling amphibious attacks at the same game hour.
  • Fixed display flickering on multiplayer game start.
  • Fixed non-allied AI puppets and masters to not spy on each other anymore.
  • Fixed a bug with serial production lines upgrade to another unit/brigade type.
  • Fixed a bug with serial production lines upgrade of unattached brigades.
  • Increased tech tool-tip buffer to fix CTDs in RDD mod
  • Increased intel/diplo information for a country treaties buffer to avoid CTDs when there are too many entries (IC mod).
  • Fixed a bug with supply convoys set from masters to puppets.
  • Fixed no music in Vanilla bug.
  • Fixed a bug with lost attachments bonuses on sold ships.
  • Fixed bugs with transfer of controlled enemy provinces to allies that have cores/claims on those.
  • Fixed a CTD on update of AI war targets list.
  • Disbanded items in production queue added by scenario files (without "manpower = ..." entry) return MP to MP pool now.
  • Fixed a bug with supply convoys not sending fuel in some cases.
  • Fixed a bug with supply convoys sending too much supplies in some cases.
  • Tweaked secede provinces to alies AI.
  • Added new optional revolt.txt parameter defining list of countries that are not allowed to release the country no = { TAG1 TAG2 … TAGx }
  • Expanded alliance_leaader command to work with current alliance too
  • Launcher:
  • Launcher now compares the latest version number to the current version number to see if it's higher before enabling update button
  • Launcher allows for hiding languages from the list
  • Disabled Portuguese and Swedish languages from Launcher as the game is not fully translated to those languages.
  • Improved handling of situation of no supported resolutions and corrected problems with maximum available resolution too low
  • Map changes:
  • removed/added dozens of river connections
  • removed over two dozen unwanted "edge" connections
  • fixed missing national borderline in Africa
  • moved a few US provinces into the correct Areas
  • seazone areas tweaked for better ai behavior - air missions
  • fixed climate in a bunch of provinces
  • minor namefix in Rhodesia (thanks to jpoc)
  • tweaked mp of rhodesia to take higher volunteer ratings into account.
  • moved cape town harbor icon to the actual capetown location
  • added Naval base level 3 in Pretoria
  • added Puerto Belgrano naval base
  • moved Luban airport, had the Lublin position
  • some other map icons repositioned
  • Australian infrastructure templates completed Values set in 'province.csv'
  • Central and West Africa infrastructure templates completed Values set in 'province.csv'
  • Central Asia infrastructure templates completed Values set in 'province.csv'
  • corrected some mistakes in the western Sahara infrastructure.
  • blocked connections into provinces without appropriate transportation infrastructure
  • fixed wrong army coords
  • fixed wrong look at coords for some navalprovinces
  • Maui and Kauai are now reachable
  • activated a missing harbor in SAF
  • removed unused seazone continent entries
  • area fixes
  • Completed the rest of canada infrastructure templates
  • Maui and Kauai now reachable from sea
  • VP:
  • Gave France 2 more VPs in Metropolitan France (Brest and Lille).
  • Gave Germany 2 more VPs (Danzig, Dresden)
  • Gave Italy 1 more VP in Northern Italy (Genoa)
  • Gave UK 2 more VPs (Hong Kong and Colombo)
  • Gave 2 more to USSR, in Tashkent and Sverdlovsk
  • Moved Australia's VP in Collie to Perth
  • Gave Chile’s 2 VPs (Santiago, Valparaiso).
  • Gave Colombia a second VP at Barranquilla.
  • Gave Denmark 2 VPs (Copenhagen, Arhus)
  • Gave Indochina 1 more VP (Hanoi)
  • Gave Iran 1 more VP (Gameroon)
  • Gave Iraq 1 more VP (Basrah)
  • Gave Ireland 2 VPs (Dublin and Cork)
  • Moved Japan's VP in Ponape to Truk
  • Gave Japan 1 more VP in Port Arthur
  • Gave Netherlands 1 more VP in Hollandia
  • Gave New Zealand 1 more VP in Christchurch
  • Gave Portugal 1 more VP in Porto
  • Gave Saudi Arabia 1 more VP in Riyadh
  • Gave South Africa 1 more VP in Johannesburg
  • Gave Syria 1 more VP in Damascus
  • Gave Thailand 1 more VP in Nakhan Sawan
  • fixed VP that was supposed to be at Guantanamo.
  • added 1 VP in Verdun (100)
  • removed 1 VP from Brazzaville (907)
  • Graphic changes:
  • removed unused skin files
  • fixed flag of Slovakia
  • fixed flag of Serbia
  • removed duplicated flags,shields,icons,counters from Full
  • Deleted wrongly named and duplicated flags,shields,icons,counters form Core
  • added SPA_14 flag icon and counter
  • added Senussi (LBY) counter
  • fixed flag name which caused a CTD when selecting Lybia in 1914 Scenario
  • fixed Kashmir counter
  • added DH-Style flags for all nations
  • fliped all flags, to proper vertical display
  • merged full flags with Core.
  • replaced obsolete AT Icon with an Medium Tank Icon
  • replaced obsolete SPR-Art Icon with an SP-AA Icon
  • added ProtestAlexanderetta event picture
  • added ENG naval model pics
  • added swedish naval div pics
  • added italian naval div pics
  • added JAP naval division pics
  • added GER/U08 naval division pics
  • added generic division naval pics
  • added ENG naval model pics
  • added USA naval model pics
  • added GER/U08 air modles pics
  • added transparent news headers to Core
  • removed all news_header files (except for U08 and U09) from FULL as those are now in Core
  • removed paper backgrounds from DH Light as those look weird with normal events (and pictures) used in Light
  • Deleted plate_decision.bmp from DH Light as it is a duplicate of Core
  • Deleted plate_decision.bmp from DH Full as it is a duplicate of Core
  • updated default decision plate (Core)
  • fixed cursor
  • added new leader/minister/tt pics (486 so far)
  • tweaked interface
  • FIxed the Rhodesia & Nyasaland flag doesn't match the shield.
  • Translation changes:
  • fixed German translation of swedish naval classes
  • added missing Italian translation
  • added missing German translation
  • added missing Spanish translation
  • added missing French translation
  • added missing Polish translation
  • General DB changes:
  • cleanup:
  • removed unnecessary comments
  • fixed format of events
  • moved textstrings to proper files
  • DB changes:
  • reduced min strength for airsuperiority mission
  • activated range penalty for fleets bigger than 33 units to prevent superstacks
  • reset force StrategicRedeployment parameter to 2 months
  • increased groundcombat STR damage by 20%
  • removed MP growth modifiers from Hawk/Dove lobby policy slider
  • slight increase in economy hit while mobilised
  • Implemented corrections to mobilization policy slider (mp gain during war mostly)
  • fixed central planing gc effect
  • added 2 teams to ARG and CZE
  • reset many enddates to 1925
  • removed duplicated minister in ministers_rom.csv
  • fixed some columns in Swedish naval classes
  • initial commit of Dutch ship classes
  • Italian naval model updates
  • adjusted USN ship classes
  • adjusted JAP naval models
  • Slightly decreased land/coastal base prod time
  • reduced cost for all infantry types slightly
  • removed all brigades from Paratroopers
  • reduced mp cost of aircavalry brigade
  • Fixed airattack stat on model 7-8 (was 3, set to 4 as model 6)
  • Adjusted interval between 2 spying missions
  • medium tank brigades allowed for divisions that use other tank brigades
  • added medium tank brigade to MOT removed it from marines
  • reduced build time of basic landunits by 10%
  • increased build time and cost of aircrafts to be more in line with other units
  • cloned unitnames/pics for ger/fra twin nation
  • reordering JAP BB names, so that Yamato, Musashi, and Shinano aren't the next names to be used in the 1914 scen
  • Updated airdoctrine researchers who had "aircraft_testing", replaced with training
  • doubled Militia mp cost
  • Transports are now faster, stronger, better
  • major changes/increases to naval ranges
  • Slightly increased STR range
  • Implement "Kaiser Franz"'s china leaders pack (1914 scenario)
  • Techfiles:
  • naval_tech.txt file clean up:
  • removed unnecessary comments and commented-out obsolete techs
  • better formatting here and there
  • moved naval_torpedoes_s model 2 to model 1 (was dummy model before)
  • made naval_torpedoes_s model 0 not upgradeable
  • removed redundant models from naval torpedo file
  • removed gaps in bb and interceptor ids
  • LArm upgrade now to 1939 Basic Medium Armored Division
  • tweaked reqtech id for strategic bombing 1951 tech.
  • fixed bug in nuke submarine tech
  • Super heavy armor bgnow upgrade to 1917 Heavy Armor bgwhich in turn upgrades to the 1924 Medium armor bg.
  • fixed wrong hq upgrade path in some doctrines
  • DD-0s and CVE-0s will now become obsolete obsolete
  • Slightly decreased land/coastal base prod time
  • Tweaked land/coastal forts prod bonuses (increased)
  • Replaced aircraft_testing with training
  • "Nuclear Profileration" is now researchable
  • It's now possible to build light Armor earlier
  • Decryption devices techs are now dependent of each other
  • fixed CAG models and techs
  • AA Brigade needs 1917 Static AA
  • Rocket Art tech needs 1940 Field Artillery tech
  • Further minor fixes regarding requirements and turning models obsolete
  • Updating Naval Logistics bonuses to ranges
  • Nuclear Submarine Secret tech event requires now Submarine tech
  • Rocket Assembly Line tech requires now 7580 "Flying Bomb Development"
  • revolt.txt:
  • fixed Rhodesian capital ID (thanks to jpoc for catching this)
  • fixed CHL provinces
  • fixed MEN cores
  • German player can now only release release RKs
  • Added limitations to Occupationzone release
  • Scenario files:
  • added Italian claims on Eritrea, Somalia, Abyssinia, Italian East Africa and French and British Somaliland
  • added two claims to Austria in 1936
  • added "flag_ext" for Senussi (LBY) so it uses the correct flag/shield in 1914 Scenario now
  • fixes to Holland's Naval OOB
  • : nerfed Interceptors to model 0 in all OOB - No country fielded armed fighters units august 1914
  • updating USA's OOB, old 1800s-era DDs in favor or newer models, nothing older than WWI-era.
  • Set most USA DD to level 3 ('16) The USN didn't build any interwar destroyers at all
  • japan oob bumping the kongos up one model level, to the '34 BC
  • Reorganized Japanese Navy It's now a balance of historically accurate and functional in terms of gameplay.
  • updating all major '36 navies to interwar transportsSome smaller countries are left with pre-WWI era TPs.
  • updated oob par, pru, uru, col, chl, bol
  • updated argentine oob
  • updated iraqi oob to ~1937-1938 values
  • updated afghan oob to historic (1937) values
  • German OOB tweaks, divisions formed in 1936/37 are now in the buildqueue
  • updated Greek Navy OOB for 1914
  • New SOV 36 OOB
  • Gave floatplane attachments to some appropriate ships in the RN
  • Updates to GER's naval models and OOB
  • Trimmed NZ starting land OOB heavily
  • Naval OOB for 1914GC fixess Australia, Canada, New Zealand, Norway, Sweden
  • added Hatay State
  • removed Fengtiang
  • removed a few ITA coastal forts
  • added one level of BC tech to Germany
  • added Bomb dropping doctrine to select majors - Bomb doctrines where further ahead, than armed fighter units
  • added hospital techs known by some medium-weight nations in 1936
  • added logistic techs to fix the "StrategicRedeployment bug"
  • added the two SW tank techs to all nations
  • replaced the light infantry techs with normal infantry techs for minors as those tech no longer enable militia units
  • restored missing techs in afghanistan.inc
  • added US reserve formations
  • fixed Italy militia division in 1936
  • Tweaked SU starting dissent
  • Tweaked Italy war/peacetime modifiers
  • fixed peacetime GER IC mod
  • Royal Navy still had pre WWI DD-0s in 1936 campaign, replaced with DD-4s
  • FRA, UK, USA now also start with strat redeploy tech in 1914
  • Adjusted German infantry model = 5 to 6, model = 6 to 7
  • fixed sov oob
  • tweaks to balticstates by Gytis Urbanavicius, relations and oob improvements
  • removed some supply techs from minors
  • Weakened YUG36 and BEL14 to help GER AI
  • Italy: added 91 (Chambery) to national provinces, moved 378 (Kalymnos) and 379 (Rodos) from national provinces to claimed provinces
  • Minister files:
  • moved the startdate of at least one minister per cabinet position to 1936 so all nations have starting ministers(for minors)
  • fixed minister personalities U03
  • fixed a typo in GER ministers file
  • Tweaked Stalin's traits (20% build time bonus for INF)
  • slightly tweaked OTT ministers
  • added chinese leaders for 1914 scenario
  • Text fixes:
  • removed all post 1914 text from Spains 1914 scenario desc
  • fixed wrong short tech name for 1945 stratbomb.
  • fixed some diacritic’s in Danish files
  • fixed typos in the country.csv files left from Armageddon.
  • Changed some tech names
  • SP AA short name corrected
  • added some French air unit model names
  • changed strings that say "nuclear sub" to "heavy sub"
  • changed Human wave name to people's army doctrine.
  • replaced SS with SUB
  • Carrier Aircraft Group replaced with AA in the carrier techs
  • fixed some old typos carried over from armageddon
  • added a few local tank variations: 2 pol 1 ast
  • added a lot of fixes to airmodelnames
  • Added missing Production and Construction tech components names
  • Added all Medicine tech components names
  • Fixed 1914 scenario Persia name string
  • Minor improvements to Latvian armynames and unitnames
  • Modding Documentation:
  • updated Guide to Darkest Hour
  • added DH Province List
  • added Quickstart Guide
  • Small update to Invasion AI - How To.txt
  • Small update to DH - Map Editing - Tutorial.rtf
  • added photoshop action to flip shields
  • added Guillaume's ID Map
  • updated Darkest Hour Development Diaries Archive
  • Event changes:
  • Darkest Hour light - enabled generic Decisions
  • Fixes:
  • removed relative_manpower command from The UK gears up for war event as it is obsolete
  • minor fix to Japanese surrender in china
  • changes ai_chance of both actions of event 2007031 (Enemy at the Gate) so that both actions now have 50% chance instead of 100% vs 0% as before;
  • removed useless decision option from AUS-HUN event
  • Heavily adjusted Pearl Harbor eventremoved all uses of remove_unit in favor of additional remove_division commands.
  • flipped/fixed land_percentage triggers in some events that were using it wrong
  • fix of Event 2049037 (US 1944 Presidential election) which had the wrong triggers
  • deactivated war propaganda when the nation already employs extended mobilisation
  • added Hatay State events
  • fixed faulty trigger in ai_mobi
  • added an extra trigger to prevent this weird case: Because the Vanilla HOI2 Pearl Harbor event for Japan has them declare war on the USA, UK, and Netherlands, this could lead to a war between Japan and Germany.
  • fixed old events that created outdated unittypes
  • added new trigger for Russian revolution (579)
  • complete rewrite of the mobilization decision to make the system more userfriendly
  • complete rewrite of the soviet move of industry events.
  • Fixed trigger of effect of Mol-Ribb pact
  • Better trigger for Danzig or War
  • Easier and more readable trigger for Anschluss decision
  • puppets now don't demobilise when at war
  • AH now has grand offensive decision available
  • Russia, Serbia and Montenegro now historically join the Entente
  • fixed us specific mobilisation events
  • Reduced chances for purges to happen in 1936
  • lost events no longer trigger several times
  • Bulgaria no longer peace out by event
  • scw events no longer give modern tanks
  • Case Yellow and Operation Barbarossa no longer vanishes when polish general goverment exists
  • modified event 2007025 (The Great Purge) to remove 86 randomly killed leaders (now 30 randomly killed leaders + 150 historical leaders = 180 killed leaders)
  • complete review of UK Surrender and Empire Falls Apart chains + minor fixes
  • Slightly easier France surrender (lost national province from 40 to 35)
  • fixed Free France creation
  • modified event 2006513 so that Italy gives military access to FRA/ENG when defeated and modified event 2006514 so that Italy grants military access to U08/U09 when defeated
  • turned German control of Finnish army into decision
  • corrected trigger of event Danzig Incident
  • Added Danzig Incident decision
  • Corrected bug in Austria surrender chain + military access given to Entente
  • Fixed Allied diplo offensive
  • Corrected events 2002530 and 2002531 so that Italy gains provinces from France when allied with CP normally (and not only when allied with CP by event)
  • Made "issue currency" triggers easier to get
  • Tweaked swiss mobilization events to only spawn militia in friendly provinces
  • Optimisation - no actual change in function:
  • optimised minorshutinvasion event file, using TAG = {} only one event is necessary
  • offset increased from 1 to 3
  • added TAG = {} limitations to equipment decisions
  • Minor tweak, added TAG = {} to all generic decisions, to exclude nations that are not used like the UXX fantasy nations, and also exclude HAI, DOM, LUX, and DANZIG/HAYAT STATE/Principality Pindus
  • added TAG = {} to generic 1914 events
  • ai_mobi optimization:
  • replaced multiple set flag events with 2 REB-tag events to set flag for war in SA and EU
  • replaced Continent trigger in generic events with TAG = {} lists
  • AI changes:
  • updated AI files with correct country name from world names config files
  • Implemented a 5% buffer between AI build schemes to avoid daily switching of AI files.
  • fix problems with German AI switching between standard and land AI on daily basis
  • minor fixes regarding british coastal provinces
  • added a buffer between Soviet land build and panic build AI
  • set panic build offset to 30 days
  • fixed AI germany shufling Balkans AI
  • changed percentage to 30% from 100% in reinforcement boost up - It prevented AI to build new units
  • fixed wrong id used for manpower focus doctrine
  • AI files are updated to use new Nuke AI parameters
  • added flags for mob decisions on scenario start and major fixes to 1914 slider positions
  • UK now starts Gallipolli
  • made a bunch of backup AI Files: now when both AH and GER are controlled by the AI, AH gives military control and a huge amount of Exp troops to GER
  • GER uses a new, second set of AI files in that case.
  • fixed only Russia declaire war to me and allies
  • fixes 1914 pacific theatre AI
  • : RUS and OTT are now researching strategic redeployment earlier (mobilization tech)
  • Ger now takes MC over AH if both are AI controlled (workaround for western frontier bug)
  • new (more aggressive) AI for BUL and ROM
  • many Ai improvements, ITA and SCH now grants MC to allies
  • SCH now grants MC to ger if SCH is part of CP.
  • ROM now grants MC to RUS
  • Adjusted troop rates East / west for GER
  • tweaked Belligerence issue with Germany preventing it from DOW anyone
  • AST and Raj nolonger sent exp forces to RUS
  • German AI is now much more careful (lesser encirclements)
  • USA sends more troops to France
  • POR sends troops to France
  • Raised dissent penalty for RUS(event 3104503-05) due to lesser aggressive german ai
  • OTT is now more carefull (but still is the weak link of CP
  • Fixes to POR/JAP 1914 AI
  • Fixed 1914 AI (will no longer build land forts as it prevented them from building anything else)
  • ai - removed reinforcement line, GER/UK started reinforcing troops after Munich
  • removed unused AI file (U49.ai) from FULL
  • added alliance with Germany check for Hungary and Romania shutting down Yugo border protect
  • added events that shifts ROM and HUN garrisons towards soviet border if Yugo is not a threat
  • tweaked Operation Husky switch
  • tweaked Japanese ai to slow down invasion of inner chinasinkiang/yunan/xibei are commented out of the target list - Prevents spearheadattacks on vps in those areas
  • USA Garrison AI tweakShould stop shuffle.
  • fixed UK AI naval shuffle when Italy joins war.
  • fixed GER invade St John's
  • fixed US dday.ai - wrong prov IDs
  • changed jap.ai to release Vietnam
  • fixed: Japan AI tends to DoW USSR
  • fixes to the borderguard ai of the Fascist/Communist puppet states, also addition of missing files for those nations.
  • Adjusted French production scheme (now builds some land forts and has slightly less peacetime penalties)
  • Adjusted SOV AI to use more units for reserves purposes
  • Emphasized SOV AI defense in depth strategy
  • tweaked Romanias exp force ratio
  • Fixed bugged country = XXX in spy missions chance for AI settings
  • Belgium AI will now build forts in Liège, Brussels and Namur (WW2).
  • Tweaked Holland AI to build forts (WW2)
  • Hungary no longergives all of its troops to Germany before Barbarossa
  • China should no longer SR as many units (also simplified war switch)
  • decreased Soviet aggressiveness at the start of Barbarossa
  • fixed many events preventing Germany from invading SU (was still trying Sealion..)
  • Added Mulmein and Tavoy to British Raj Garrison Ignore list
  • Germany starts now a nuclear program (if Barbarossa successful)
  • added individual mobilization events for greece ww2
  • Invasion of Norway should now happen sooner
  • Germany should now garrison Slovakia
  • Greece should nolonger declare war against Soviet union
  • ersatz conversion should happen more often
  • Raj is now a stronger commonwealth partner
  • slight tweaks to GER AI triggers (Barbarossa + YUG)
  • There will be no more weird AI coups
  • Germany will now build V1 and the US will build rockets
  • Bulgaria no longer joining CP too early
  • US no longer wasting ICs to build radars on homeland
  • fixed YUG invasion triggers
  • Germany will now build Siegfried line
  • USA will now build more TPs
  • Simplified DDAY triggers