Patch Notes 14.01.17 (

Discussion in 'Announcements' started by Ferox, Jan 14, 2017.

  1. Ferox

    Ferox Administrator Staff Member


    Main Changes

    1. The global population limit has been increased to 32 000 units per map (2x bigger in comparison to the previous limit).
    2. The game now properly scales UI on 4k monitors.
    3. The game now properly scales UI on low-resolution monitors.
    4. After finishing or exiting a story mission the game will go back to the campaign screen now.
    5. Fixed animations of sails and paddles.
    6. Improved the building allocation mechanism, now players can place buildings closer to trees.
    7. Lobby settings now get saved in the multiplayer shell as well.
    8. Fixed an error in the enemy detection mechanism, which made units ignore their closest targets and allowed them to continue following their previous enemy.
    9. Fixed an exploit that allowed players to destroy enemy’s walls by blowing up unfinished foundations of walls near them.
    10. Enhanced controls over a group of formations. If one of the formations is looking into opposite direction that the others or it is far away from other, then all of them will be regrouped and placed close to each other. Formations can now immediately reverse their movement, when the player commands them to go into an opposite direction to the one they are facing.
    11. Set resource delivering priority to warehouse and town hall is now the same for peasants. Prior to this change peasants prioritized warehouse as a place where to deliver gathered resources.
    12. The mercenary dragoon units from Early Bird edition now share the price (and inflation rate) with common mercenary dragoons.
    13. You can now select ships in the same way, as land units. You can do so by using a combination of Ctrl + Q keys
    14. General optimization of the game has been imporved.


    1. Fixed a bug that caused crashes during autosaves and manual saves in campaigns for some users.
    2. Fixed a crash in the fifth mission of the Austrian campaign, that was caused by a mission trigger with the ships.
    3. Fixed some problems with path finding. This issue had a chance of occurring in any mission, but was frequently encountered in the first Russian and third Polish campaign missions.


    1. Now when you send a formation or a group of formations to a new location with a Ctrl key held down, they will maintain their orientation.
    2. You can now order 100 units of any kind by holding Ctrl + Alt and clicking on their icon in the appropriate building. (you can cancel the command by clicking RMB on the icon again)
    3. You can now order infinite construction queue of the same unit in 5 different buildings by selecting them and holding Ctrl + Shift and clicking on the appropriate icon. (you can cancel the command by clicking RMB on the icon again)


    1. Fixed an error, that caused case shot to deal significantly lower damage.
    2. Fixed a bug, that caused a wall that player was planning to build to change to the another player's type of wall, which he was constructing at that moment
    3. Fixed a rare bug with map generator, that allowed the game to spawn 2 players on the same spot.
    4. Fixed an issue with 18th century officer attack upgrade.
    5. Fixed an issue with king’s musketeer defense upgrade.
    6. Wall foundations that have less than 1/3 of HP will now automatically self-detonate when any unit will try to approach them (previously this affected only military units).
    7. Fixed a bug, that caused map settings to reset in a saved game.
    8. Fixed an error, which occured in a situation when the game’s language options in Steam and in-game differed and caused texts to appear with wrong localization.
    9. Fixed a rare bug, that prevented Early Bird bonuses and DLC from displaying correctly to certain users.
    10. Fixed a system error, that may have intervened with some mission triggers.
    11.Balanced the "Huge armies" starting option for Ukraine, Turkey and Algeria
    12. Fixed an error in the third mission of the Russian campaign, that hindered the progression of it.
    13. Fixed a bug, that allowed players to see resource nodes’ icons while other players were loading.
    14. Made some tweaks to the loading screen, texts are now displayed on parchment.
    ney, Falc09, Fate and 8 others like this.
  2. colonel_panic

    colonel_panic New Member

    Lots of stuff in here people will be happy to see !

    Except for General fix #11, I dont see any balance fixes... did you miss something or are these being reserved for an upcoming patch?
  3. Ferox

    Ferox Administrator Staff Member

    Glad you're enjoying it!
    Yes, this is not the big balance patch, we still have it in development, hidden behind a curtain :)
    Loner likes this.
  4. [RO]Proof

    [RO]Proof Active Member

    now game keep last multiplayer start options setings, , that is fine :)
  5. colonel_panic

    colonel_panic New Member

    Can I suggest (in an extremely self-interested way) that you use Steam's opt-in beta feature so that the community can try it out and offer feedback before you deploy it?
  6. Daddio

    Daddio Moderator Staff Member

    Many nice additions here. I think the art that you displayed with your post is truly amazing. Who is the artist?

    There are many things that could be done to make the game much more appealing to many people here in the community. If you, and the team worked for months, even years you could maybe get it done.

    But if you looked around here you would possibly see a tremendous amount of talent, all dedicated to the game. Could I suggest that if you were to provide the modding tools that has been discussed from the beginning, many of these issues would work themselves out.

    Nations Balance, Maps balance, options list, new skins, mercenary fixes, and market fixes, etc, etc. could all be worked on while you work on more difficult/important bugs / issues.

    You could pick and choose (with permission of course) which additions to make official.

    I think with your support of such modders, and efforts this game could progress at a much faster, if not incredibly faster rate.

    But I also think that it needs to be done before our modder get frustrated and move on to other projects.

    It is an amazing game, just a little too much like the original. We need to make it stand out! Before we loose our followers.

    Just my observations,

    condor_fly and Loner like this.
  7. General WVPM

    General WVPM Member

    Nice art indeed, though it seems like a screenshot edited by Photoshop to look like art. Nice job nonetheless.

    Also, nice list of changes.
  8. Setakat

    Setakat Member

    Main Changes #12 also looks like a balance change, although I'm surprised it wasn't applied to the Turkish Archer as well. Probably because archers don't see much use outside of demolition, and even then I use Turkish Tatar's since they don't get suicidally close to buildings.
    Good to see the King's Musketeer has had its defense fixed at long last.
  9. colonelburton

    colonelburton Active Member

    Some interesting additions and lots of fixed bugs, I look forward to see the balancing update, great work, thank you. :)
    ney likes this.
  10. Ftoomsh

    Ftoomsh Well-Known Member

    Great bug fixes, changes and overall improvements! These sound awesome! :) And the art work is wonderful too! Balance is a much trickier issue and I understand this is a long term project. It is important to fix bugs and general across-game issues and then balance the game when the game is most nearly bug-free and stable.

    Can I please ask for more support in patch notes for modders who are using the Official Mod Manager? This basic support would be really easy to deliver.
    1. In the patch notes have a short section of useful patch information for modders.
    2. Advise which files, especially in the data folder, have been changed.
    3. Advise if any folder structures have been changed or files moved to different folders.
    4. Advise any other patch information which you think will help modders from beginners to advanced.

    In the long run, can the Official Mod Manager support code hooking so whole files do not have to be compared or "merged" or re-coded by the modder? At least, the need for these measures could be much reduced by code hooking I believe.
    Loner likes this.
  11. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Thanks so much for the sail fix! I wonder when we might have drum sounds that accompany the drummer, rather than being ui-based?
    Zakxaev68 likes this.
  12. Zakxaev68

    Zakxaev68 Active Member

    It's a good day. A few more (balance/AI/UI) patches in and Cossacks 3 will hit the right spot, gents! :eek:

    Points 3 & 4 10 do make a whopping difference for me personally. It pissed me off soooo much the coal bar display goes off the screen I went giving up on the game. Now back in for resuming my campaign play grrr.
    Last edited: Jan 15, 2017
    Karion likes this.
  13. Ftoomsh

    Ftoomsh Well-Known Member

    Can I just add this? I played in a couple of big games last night in the new patch. Great games. They went well into the 18th C. We disallowed market and diplo buildings. Can we get those as option settings soon?

    Also, VERY IMPORTANT, shooters are still shooting through stone walls. This was the most obvious bug in our games. Can we get this bug patched soon?
  14. Falc09

    Falc09 Active Member

    After my latest critical reviews, I have to admit the new patch feels good and changed a lot. Thank you! Keep it up. :)

    Please release the next "big balance" patch as fast as possible. I'm really looking forward to finally get that game experience I expected when buying the game.
    Zakxaev68 likes this.
  15. Aistis1990

    Aistis1990 Active Member

    I love the fixes you people did from your description ;) Gonna test it myself. Hopefully I'll be able to enjoy this game ;)
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