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Victoria 3 - Carnet LXXVIII : Patch 1.2 - Une synthèse
Victoria 3 – Patch 1.2 – Une synthèse
Bonjour et bienvenue à toutes et tous pour ce dernier carnet de développement sur le patch 1.2 pour
Victoria 3
qui va surtout être riche en informations déjà évoqués en long, en large et en travers au cours de ces dernières semaines – mais pour des raisons personnelles je n’avais pas couvert, donc voilà l’occasion de le faire !
Nombre des joueurs ayant déjà joué à l’
Open Beta
de ce patch redécouvriront certaines fonctionnalités et modifications présentes dans cette version. Mais un certain nombre d’éléments ne firent parti pour l’instant d’aucune mise à jour de cette beta (ou étaient bien trop subtiles pour être repérée facilement). C’est l’occasion de les découvrir avec ce
patchnote
!
Le patch est prévu de sortir ce
lundi 13 mars 2023, à 10H
(Fuseau horaire d’Europe centrale, donc comme chez nous…). Les différents tests réalisés montrent une étonnante comptabilité avec les sauvegardes crées dans la version 1.1.2. Mais comme d’habitude, aucune garantie n’est possible, notamment sur des accrochages imprévus entre les versions. Ainsi pour des raisons de sécurité, les développeurs recommandent de réaliser de toutes nouvelles campagnes au propre sur la nouvelle version – même si la possibilité de revenir à la version 1.1.2 reste toujours une possibilité depuis les paramètres Steam du jeu (onglet des betas).
Les développeurs souhaitent également signaler que ce
patchnote
ne reflète que les changements effectifs entre la version 1.1.2 et 1.2.3 - cette dernière sera la version du 13 mars et tout changement fait entre les différentes versions de la beta ne seront pas inclus dans la liste ci-dessous. Ainsi tout bogue ou problème d’équilibrage vécu dans l’une des versions de la beta ne sera pas explicité dans ce
patchnote
.
Je tiens juste à signaler avant de plonger dans le gros du carnet, que bien que je traduise la majeure partie des points de fonctionnalité, aménagements, modifications et florilège de nouveautés du patch 1.2, nombre d’éléments restent tout de même mineurs et peu intéressants à lire hormis pour les fanas de
patchnote
, ceux qui veulent optimiser leurs parties ou pour les moddeurs. C’est pour cela que je signalerai la séparation entre ce qui a été traduit ou non à chaque partie du carnet. Bonne lecture à toutes et tous !
Spoiler:
Investissements autonomes
– lorsque la règle de jeu est activée, les pops initieront automatiquement de nouveaux projets de contruction privés selon les fonds disponibles dans le fond d’investissement.
Les bâtiments peuvent maintenant avoir la méthode de production
“actions gouvernementales”
qui verseront de l'argent (ou soustrairont des pertes) directement dans la trésorerie en fonction des bénéfices du bâtiment et de la part de propriété du gouvernement.
Le
fond d'investissement est désormais désactivée dans le cadre d’une économie planifiée
. Lorsque l'économie planifiée est mise en place, tous les fonds de la réserve d'investissement sont saisis pour le trésor d’état et tous les projets de construction privés sont transformés en projets de construction gouvernementaux.
Ajout d'une nouvelle loi économique, la
“propriété coopérative”
, qui requiert l’activation de loi “république des conseils” et qui débloque désormais les méthodes de production des coopératives de travailleurs au lieu que ce soit la forme de gouvernement “république des conseils” qui le fasse directement.
Des
objectifs stratégiques
pouvant être désignés par le joueur, encourageant les généraux à capturer des états-régions spécifiques.
L’économie planifiée fait en sorte que
tous les bâtiments du secteur privé
ne possèdent que des actions gouvernementales et ne versent de dividendes qu’au gouvernement.
Ajout d’un
lecteur de musique
intégré au jeu.
La défaite d'un soulèvement indigène n'entraîne plus son annexion instantanée, mais créeun
pacte de droits de colonisation
qui accélère la colonisation de ce pays pendant 5 ans.
De
nouvelles interactions avec les loupes et les menus contextuels
pour
réinitialiser
aux normes nationales les méthodes de production d’un état-région, d’un bâtiment ou d’un type de bâtiments.
Nouvelles notes de journal, décisions et événements
relatifs aux conflits frontaliers russo-chinois, au traité de Pékin et au protocole de Chuguchak.
Révision complète
de la chaîne d'événements sur la
Rébellion de Taiping
et le
Royaume céleste
, incluant une nouvelle note de journal et un nouvel événement, une forme de gouvernement personnalisée, des personnages historiques, des groupes d'intérêt uniques, une nouvelle configuration des lois, et de nombreux correctifs et équilibrages.
Les marchés
disposent
désormais d'une
capacité de commerce terrestre
, qui permet aux routes commerciales entre marchés adjacents d'échanger un nombre limité de marchandises sans avoir besoin d'utiliser des convois.
Spoiler:
// CETTE PARTIE EST EN PARTIE NON-TRADUITE \\
Lorsqu’un
soulèvement indigène
se déclenche, il n'obtient désormais des objectifs de guerre de conquête
que sur les états-régions
où le pays autochtone possède des terres, et non plus sur tous les états adjacents.
Les routes commerciales
utilisent
maintenant le
prix du marché
, plutôt qu'une différence calculée entre les prix avant et après le commerce. Les routes commerciales ne peuvent désormais être rentables que si le prix est plus bas sur le marché d'exportation que sur le marché d'importation.
Les
objectifs de guerre secondaires
dans un jeu diplomatique peuvent désormais être
sécurisés
au prix d’une élévation de l’infamie et de points de manoeuvres, conduisant à leur cession si le parti adverse renonce.
Un nombre important d’améliorations au
lancement de batailles
, ceci incluant le
choix
des unités et le
nombre
qui sera engagée et que chaque camp peut engager.
Il n’est désormais
plus possible
de
coloniser
un état-région où un pays a à la fois une
revendication
et
maintient un intérêt
stratégique
- à moins que vous n’aviez vous même une revendication.
Plusieurs revendications ont été ajoutées à des régions colonisables où d'autres puissances ne devraient pas pouvoir fonder de colonies, comme Hokkaido pour le Japon.
Rééqulibrage mondial
des
terres arables
avec une réduction générale de ces terres en Europe et en Asie et une augmentation générale dans les Amérique.
We now print a list of any missing DLC or mods when attempting to load a game, but let you try to load the game anyway
Low Legitimacy is now communicated through an Alert (or an Important Action, depending on the severity
Added a Game Rule for whether Investment Pool is autonomously used by pops or directly controlled by the country
Interest Groups are now much more likely to spread out across multiple available parties, reducing the risk of ideological incoherence within parties
Maintaining additional Convoys in excess of what is needed now provides a bonus to Trade Route Competitiveness
Unrecognized Powers now get a special Journal Entry for becoming Recognized during the Hegemon objective
Colonial Clash event now triggers considerably less aggressively
Notifications can now be dismissed in Observer mode
Naval Invasions are no longer limited to using Admirals and Generals from the same HQ, but can use Generals from any HQ with coastal access
If a front is resolved, any Generals at that front will now only automatically reassign themselves to a nearby front if it will take at most 30 days to reach it. In case of travel durations longer than that, the General will instead Stand By in their current location
Battles currently in progress no longer get manpower reinforcements from newly trained servicemen. Reinforcements will arrive once the battalions leave their current battle.
Battle Conditions now have a chance to update after having been active for several days, ensuring the tides can turn during battles
The Offense/Defense bonus enjoyed by Colonial Uprisings has been halved
You now get to choose to recruit one of 3 (instead of 2) Generals and Admirals
Certain Diplomatic Plays such as Annex Subject are no longer blocked by having too good Relations with the target
Interest Groups will no longer forget all about slavery as soon as it's abolished, but will retain their former ideals for some time
New Alert for when a country does not produce enough construction to fully utilize the money coming into its investment pool
Farmers and Shopkeepers now reinvest a small portion of their earned dividends into the Investment Pool
Only slave states can now revolt with the Confederate States of America, and only free states with the Free States of America
When the American Civil War breaks out, USA now gets claims on all states of the seceding country, and the seceding country gets a Revoke All Claims wargoal
Unincorporated states now cost less Infamy and Maneuvers to claim than incorporated ones
Reduced Fertilizer production from Intensive Grazing Ranches
The most powerful Interest Group in a party is now considered the Party Whip, letting them moderate the impact of ideological incoherence among groups that do not agree with them
GDP is now measured by subtracting the cost of input goods used in manufacturing, which is more true to life and doesn't unfairly rewards manufacturing economies over resource economies
Buildings will now raise wages only if they have considerable profits and they have employees below minimum expected Standard of Living, or if they have reasonable profits, are trying to compete for labor, and have <50% employment
Buildings will now lower wages or lay off employees if they are running a deficit and have <50% cash reserves, or if they have minimal profits and employees have a Standard of Living >33% above the minimum expected standard
Generals will now be more aggressive and consistent about pursuing war goals, even when those war goals are far away
Improved national dissolution events for China and India
Revolutionary or Seceding countries are no longer able to engage in Colonization, as this would cause orphaned colonies upon their destruction
Auto-Expand trigger conditions have been altered to ensure very expensive buildings don't block new buildings from being added
First Aid Production Method now requires Liquor and Fabric rather than Opium, while Opium is only required by Field Hospitals PM
When a country splits due to a revolution, any gold reserves or debt it has will be split between them in accordance with GDP. When one country annexes another in a revolution, gold reserves / debt will be recombined.
It is now possible to use the Take Treaty Port wargoal on a treaty port where you already own part of the state even if the holder is of higher or equal power rank
Earnings prediction when expanding buildings has been made less confusing by only displaying the earnings of the prospective level and ensuring Economy of Scale is factored in
Serfdom now reduces the amount of Infrastructure states get from their population
Junior countries in a Customs Union will now get Trade Centers for their own trade routes
Investment Pool contribution balance revisions to ensure the pool can be relevant for all countries and to not radicalize investors when they increase their investments
Command Economy now requires Autocracy or Oligarchy to enact
Postal Savings technology now increases the efficiency of Shopkeeper and Farmer investment
Council Republic now increases the Clout of the Trade Unions instead of the Political Strength of Farmers and Machinists
If the outcome of a battle would result in a tiny pocket with its own irrelevant front, it will be handed over to the winner instead, reducing the number of fronts created in wars overall
Rebalanced employment numbers, trade volume and economy of scale for Trade Routes to work better with market price trading
Added a warning for negative productivity trade routes
Improved overall profitability of Vineyards
Laissez-Faire now disallows any downsizing of private sector buildings
Unacceptable legitimacy level now slow down the enactment of laws
Righteous legitimacy level now impact enactment speed a bit less
Mass migration targets are now selected in two steps, first country then state, increasing the reliability of migration waves to the new world
Mass migration targets are now established by culture + country rather than culture only
Mass migration should now only occur from states considered homelands for that culture
Mass migration target limits based on cultural turmoil removed, replaced by a cooldown per culture + country pair from a specific country
Limited emigration to a percentage of the state's population + a percentage of unemployed Pops in the state each week
Adjusted some countries' cultural tolerance setup to encourage more new world migration
The Competitiveness of a trade route now increases the longer it's been established, making it harder for new routes to compete on limited supply
Rebalanced pop growth, including secondary factors like dangerous working conditions, to achieve stronger and more historically accurate compound pop growth
War Exhaustion from occupation now scales in a non-linear fashion against the amount of territory occupied, so that occupying just a small portion of a country now does not have much impact but fully occupying them still has a huge impact
Provinces are now selected for new battles according to more relevant parameters (e.g. distance to war goal)
Particularly severe goods shortages are now signaled to the player as Alerts rather than Important Actions
Italian and German flags now look different depending on which country formed them
Slower tech progression but with tech boosts from Journal Entries and events (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
It is now possible to take Treaty Ports from Isolationist countries and trade with their market if you hold such a port
War Exhaustion from casualties is now scaled off military size rather than population size and increases by the relative amount of battles lost by a country's side of the war
Colonizable Pacific Islands now have the Severe Malaria trait to discourage early colonization
Western Australia, New South Wales and Japan now start with Colonial Resettlement
Anarchism now requires the Cooperative Ownership economic law to be enacted, and disables all other economic laws
Interest Groups with a Slaver leader are now virtually guaranteed to join the Democrat Party while the 'Great Slavery Debate' journal entry is active
Interest Groups with an Abolitionist leader are now virtually guaranteed to join the Republican Party while the 'Great Slavery Debate' journal entry is active
Missouri Compromise now also gives additional voting power to Aristocrats and Farmers
Each level of Trade Route now generates a base number of Trade Center levels, and then one additional Trade Center per level, in order to better balance against sharper decline in per-unit profit from market price trading
"Protect Domestic Industry" tariff focus now gives a greater increase in export tariffs
"Encourage Exports" tariff focus now gives a greater increase in import tariffs
Very unhealthy characters may now die young
Industrial Barriers event has been rewritten to be more balanced and engaging
Music track now resets when exiting the game to the Main Menu
Command Economy no longer enforces mandatory subsidies, since deficits are covered by the treasury due to government shares anyway
Buildings will no longer raise wages to attract new employees if no qualifying employees exist
Increased radicals from being below minimum Standard of Living (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Poor pops are now more politically engaged at high literacy (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
It is now possible to use "Revoke Claim" war goal to revoke claims that are not on your own states, e.g. colonial claims
Workers in unincorporated states are now generally paid lower wages, especially if they are discriminated and/or you have the 'Colonial Exploitation' law
Decentralized Nations no longer have Serfdom law active by default
Console command "tweak debugworldpopulation" can now be used to log many interesting annual global statistics as .csv and Elasticsearch data
Agrarianism now allows whaling, fishing, logging and rubber plantations to be funded by the investment pool when using Directly Controlled Investment game rule
All workforce pops in Worker Co-ops now have an equal ownership share
Defeating the Shogunate in a Civil War will now complete the Meiji Restoration
Trade Routes will now always increase their size so long as they can maintain at least £10 productivity, and always decrease their size if they are unable to maintain at least £3 productivity
Markets are now considered adjacent if they have any land adjacency, not just if their capital areas are adjacent
Improved balance for Political Movement start chances
High and Very High taxation levels now slightly reduce the Pop attraction of the Interest Groups in power
Revolutionary uprisings now select their participating states with more precision
Changed completion conditions for the Declare Interest tutorial to lower the barrier for low-Prestige countries
Conscript troops and standing armies now have the same statistics when the same Production Methods are active
Whaling Stations now have a Simple Whaling Production Method that produces mostly Meat
Whaling Stations and Fishing Wharves now have Ownership Production Methods that are better aligned with other Resource industries
Arms Industries and Munition Plants now have Automation Production Methods
Indus Valley and Good Soil state traits now also include bonuses for Plantations
USA gets a claim on Texas from Manifest Destiny (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Construction Industries now have increased Laborer mortality (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Arc Welded Construction is now less efficient (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Rebalanced Radical gain in Subsistence buildings due to Expected Standard of Living
It is now much rarer to get an Obligation from Bankrolling a country
Russia now starts with Propertied Women law instead of Legal Guardianship
Party leader Popularity now has a much lower impact on Election Momentum
Decision to convert Japan to Shintoism now requires a less restrictive Church & State Law, and when taken, will instantly convert 40% of pops in the capital + 20% of all Japanese pops nationwide
Road Maintenance Decree now provides a boost to "Infrastructure from Population" instead of flat Infrastructure
Pops will no longer mass migrate away from a state to such an extent that it completely empties out all non-slave pops
Increased casualties generated by Offense/Defense compared to manpower
Reduced the throughput penalty Decentralized Nations are subjected to from 30% to 10%
If slavery is abolished and a civil war is then launched to restore it, the pro-slavery rebels will now re-enslave discriminated laborers working in agricultural buildings in former slave states instead of just accepting de facto abolition
Rebalanced start conditions to ensure several countries no longer start with negative weekly income
Subsistence buildings can now have the Government Run Production Method
Andrew Jackson now starts the game with Slaver ideology
Britain now starts the game with more agriculture and textile industries
Russia now starts the game with even more agriculture in Ukraine
Calling in a country to a Play by using an Obligation now costs 10 Maneuvers instead of 20
Rebalanced number of provinces conquered in battles
USA event option that annexes the Indian Territory will no longer be selected by the AI if the Indian Territory is controlled by a human player
The Suez and Panama Canal surveys now take less time to complete
All releaseable countries (e.g. Sudan, Inca) are now centralized
Transcaucasia is now a recognized rather than unrecognized nation
Ottomans now start with Line Infantry tech and some barracks with it active (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Ottomans now start with a longer truce with Egypt (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Tanzimat: Army Reform no longer requires expanding the army to 250 units, only 150 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Germany & Italy now get a bunch of claims on unowned states when formed (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Heavenly Kingdom event will now trigger at Standard of Living <10 instead of <7 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Bolivian event option that annexes Peru will no longer be selected by the AI if Peru is controlled by a human player
Improve Rank tutorial is now adapted to not auto-complete for Unrecognized countries
Tanzimat: Literacy requirement reduced from 35% to 20%
Very small pops that would otherwise be merged into larger pops will now remain intact if they are likely to have recently arrived to their state via migration
Western Australia now has a Claim on New Zealand instead of on New South Wales
Clicking on either the Unhealthy Economy or Stockpiling Gold Important Actions will now open the Budget panel
FMOD audio middleware updated to 2.02.03
Lower effect of Standard of Living on Qing for opium obsession, and higher for having lost opium wars (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Reformed Mughal is now Muslim (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
India doesn't get any Iranian cultures as primary (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Britain now starts with additional Declared Interests
"Visitors from Colonies" event now has a longer cooldown before it can reoccur
Colonization of a claimed state will not be blocked if the country with the claim can't reach the state
English: fixed a broken reference to concept_subsidizing in Trade Route tooltip
No more Scottish people in India at game start (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
British Gambia now starts with a Port, ensuring it's not isolated from the British market
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
AI will now never remove the last level of port in a state
AI will now refrain from constructing more ports than it could support financially
AI "Bravery" is now renamed to "Recklessness"
AI will now better balance its forces between defending home HQs and sending troops to overseas fronts
Technologies now have scripted AI weights to fine-tune the AI's decision making when selecting new research
High Recklessness will now cause the AI to overestimate its military strength in Diplomatic Plays, thereby increasing Confidence
AI is better at responding to political movements (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
AI is now less likely to back down in diplomatic plays where there are numerous primary demands arrayed against them, especially if they will be annexed on backing down
Tweaked unification AI strategies to make the AI better at using the journal entry systems to absorb minor countries
AI will no longer downsize government buildings while in a civil war
AI will now hire enough Generals to effectively garrison their HQs (e.g. to repel naval invasions)
Ensured wars between AI countries do not stall due to neither side ordering their generals to advance
AI is more keen to do reforms to avoid civil war, especially if a subject (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
AI now values institution spending higher and in accordance with its Strategies
Improved AI's ability to manage Infrastructure levels across their market
Improved AI's ability to reform its government to maintain reasonable Legitimacy levels
AI will now handle their Generals better, ensuring they are assigned to advance or defend fronts as is appropriate
Adding more primary demands now increases sympathy for opposing side
AI now sets tariff policies on goods according to their interests
AI should no longer offer or accept a white peace when the odds are overwhelmingly in their favor
AI now values the war goal of revoking Treaty Ports more consistently in Diplomatic Plays
AI no longer gets stuck in a spiral of low infrastructure due to underemployed railways
AI is now better at prioritizing construction and usage of Logging Camps
AI will not try to form Germany/Italy until they have nationalism (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
AI, including the Autonomous Investment AI, now correctly assesses the effects of Economy of Scale when determining where to expand a building
Countries will now tend to maintain Generals on stand-by in important coastal HQs to protect from naval invasions
A revolutionary country that has already won the revolution will now be willing to make a white peace with remaining countries in the war
AI is now less likely to take sides in diplomatic plays without a good reason to do so
Fixed a bug that was causing DIPLO_PLAY_BOLDNESS_WEAK_ARMY_FACTOR not to be included in the calculations, AI should now be more likely to back down and less likely to intervene in plays if their own army is very weak
Reduced the overall aggression levels of the AI, as it was overtuned to compensate for (now fixed) bugs listed below
AI is now more aggressive against ideological enemies, and a bit less aggressive against ideological allies
AI is now generally better at constructing peace deals that might end up ceding wargoals to both sides
AI now has an improved understanding of which wargoals are more important than others to press and not have pressed on themselves
AI is now less random about who it has sympathy for in a Diplomatic Play, and more inclined to support allies and subjects
Fixes a bug where AI was miscalculating countries that are likely to declare neutrality as potential enemies, causing it to be far too passive with starting plays in regions with a lot of interests
AI is now less inclined to overbuild railroads in states that have free infrastructure
Fixed a bug where AI Generals were getting stuck on fronts
AI should no longer get into a state where it constantly moves generals back and forth between fronts
AI is now better at understanding how lucrative Gold Mines are
The AI must now wait for a cooldown period before resending an offer the player rejected
Fixed a bug that caused AI peace desire from military strength to be reversed
Fixed reversed check in achievable wargoals that was causing a country that was winning to peace out too early
Fixed a bug where the AI did not understand that potential allies may not be able to join them due to truces and launched potentially suicidal plays as a result
Fixed a bug where allies of the initiator could sometimes ignore truces with the target
AI now looks at the relative power of the two sides' militaries when deciding how much it wants to make peace
AI will now never abandon allies and subjects in diplomatic plays where they're not actually at risk due to very weak enemies, etc
AI should now understand Construction Efficiency maluses better and use this knowledge while queueing new constructions
AI is now much more interested in using Automation methods, particularly when the cost of the needed goods is low
AI should now be unwilling to invest in ports if it already has a lot of free convoys and the port wouldn't connect any new states to its market
Fixed an inconsistency in AI memories where sometimes it was tracking time by days and other times months
Fixed an issue where Generals standing by in non-home HQs were considered to be garrisoning their home HQ
AI now completes expeditions more regularly
AI now places higher importance on conquering land-adjacent states
AI is now more aggressive against Council Republics if they are themselves not a Council Republic
AI is now more aggressive against countries with radical economic laws (Worker’s Co-ops and Command Economy) if they themselves do not have a radical economic law
AI values obligations from irrelevant countries less (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Russia is better at expanding in Central Asia (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
AI should now be better at establishing Electrics Industries in the mid-game
AI may now choose event option with AI weight 0 as a fallback if all other options are disabled due to failed trigger
AI is now less willing to agree to peace if there are wargoals their side is likely to achieve through capitulation that aren't part of the peace
Increase AI's tendency to be neutral in native uprisings
"Powerful Protectors" diplomatic approval malus is no longer applied when the powerful protector is the country making the offer
USA is now much more keen to map the western frontier (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Italian minors are more aggressive about pursuing unification (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
AI will no longer demand Treaty Ports or Open Market war goals from countries in their own market
AI will no longer demand an Open Market if they already have or are demanding a Treaty Port of the country in the same Play
AI now considers plentiful gold reserves to be less important for deciding when to peace out
Fixed a bug that made the AI reluctant to side against secessions due to risk of spreading when they should actually be reluctant to side with them
European Powers will not take full states in China while Fragile Unity is active unless another European Power has already done so (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
British India will not rebel, to avoid being shattered (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Increased Britain's recklessness in the Opium Wars a bit
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
Complete overhaul of the Trade Routes panel, adding several different views and options to filter, sort, and manage them
Message Settings control panel can now be used to customize the behavior of notification types, including pausing the game in single player
Rebindable hotkeys
Individual notification types can now be toggled to automatically pause the game in singleplayer
The Population panel now breaks down Pop Consumption and Taxes by strata
Loyalists and Radicals tooltips now reports which Professions and Interest Groups they can be found in
Convoy balance is now prominently displayed in the top bar (for countries with a coastline)
Certain mapmodes now switch with a (configurable) fading animation rather than instantly
New layout for map interaction panel with minimal buttonification, permitted easier tooltipping and navigation in each entry
New, better performing construction UI element below the time controls to distinguish private from government construction
Journal Entry panel can now display its progress as a progress bar, and display all conditional triggers (success/fail/timeout) as well as the effects that would happen
There is now an Important Action for when a Decision is available for you to take
Map Interaction List layout has been changed to improve tooltip usability
Literacy map mode
Infamy map mode
Global population map mode
Goods in specific markets can now be pinned and tracked in the Outliner
Lens bar icons will now take up the entire width of the screen depending on resolution, rather than always 15 per row
All characters, not just Generals and Admirals, can now be pinned to the Outliner
Production Methods now display a short summary of what they do without having to read the tooltip (inspired by the Visual Methods mod by FUN)
Morale for each side is now displayed on the Battle list item in the Front panel
A more compact variant of the Front map marker is now shown if a side doesn't have any troops there
Diplomatic Action map interaction list now shows a column for "Will Accept" / "Will Accept with Obligation". Inspired by "Deal or No Deal? Diplomatic UI Expanded" mod by Luk_Zloty
Numerous improvements to notifications such as price reports, mobilization, and declared interests to reduce notification spam
Shortcut Ctrl+B now pauses/unpauses the construction queue
It is now possible to see a tooltip breakdown of a side in a battle ended up with the number of initial units they did
C is now a shortcut for the "Confirm" action, such as default event options
Notification Feed items now animate properly and remember their states
Heatmap colors and values have been updated to make them easier to read, especially in states with low concentrations of something (Inspired by "Practical Heatmaps" mod by Ronin Szaky)
State images now include animated visual effects
Control buttons for Main Menu, Vickypedia, Message Settings, and Music Player in the top right corner now have tooltips
Diplomatic Action tooltips now list correct values for any potential income transfers involved in the pact
Institution tooltips now display their actual, scaled effect due to the investment level, not just the per-level values
Buildings under construction are now excluded from Productivity comparisons
The Expand Building map interaction list now display the amount of available Peasants and Unemployed in the state
The 4 most consumed goods are now displayed in Pop Lists (Inspired by "Visible Pop Needs" mod by Apprehensive-Tank213)
Interest Group panel and tooltip now displays their number of Loyalists and Radicals
The Pop's number of Loyalists and Radicals are now displayed in Pop Lists
Details on the Investment Pool is now displayed in the Buildings / Construction tab
The "Map List" is now referred to as "Ledger", and includes a mapmode dropdown
Expand Building map list panel now includes information on state Infrastructure and Labor
Total Pop Size is now displayed on the Overview tab as well as the Economy tab in the Pop panel
Ongoing Naval Battles are now accessible through the War panel
Conscript troops are now illustrated by an image suitable for their Production Methods
When starting a Naval Invasion, the number of Battalions and current Mobilization level is now displayed for each General
The meter on the Battle panel will now more reliably track the progression and predict the outcome of a battle
Currently unavailable Diplomatic Plays are now shown on the country panel in a special section, making it easier to determine why they're unavailable
Expand Building map list panel now display Taxation Capacity instead of Productivity when building Government Administrations
Convoys tooltip now turns into a paged list after 10 items instead of potentially expanding to fill the whole screen
Interest Groups will now show their Approval when pinned to the Outliner
The names of Battle Conditions are now displayed alongside their icons
Clicking the High Tensions alert will now open the Diplomacy interface instead of doing nothing
Total population per strata is now shown on the Population panel and Standard of Living tooltip
Literacy is now tracked over time and can be displayed in a chart
The effects of Turmoil on Construction Efficiency is now more clearly signaled in the Construction Queue
Front panel header now provides a navigational link to its Diplomatic Play even if it has not yet become a War
Attempting to form a low Legitimacy government now produces a warning confirmation box
Demoralized Manpower is now displayed on the Battle panel
Standard of Living Factors tooltip now includes impact from Pop Consumption
Added the Show More button to see the full breakdown of chart legends on the State Population tab as well
Improved explanation for why a state's Market Access is suffering
Improved Bureaucracy Usage tooltip on State and Pop levels
Notification rebalancing to decrease the frequency of the worst offenders
Tooltipping the "Tariffs Paid" value now produces a proper nested tooltip rather than an unlocalized string
The endgame screen is now clearer about the fact that it's possible to continue playing past the end-date
Goods Consumption factors are now added to the reasons for Radicals/Loyalists tooltip
"Involved in conflict" map mode is now switched to be the default only once you have taken a side in a Diplomatic Play
Pop Needs tooltip is now more readable
Generals and Admirals are now more open about which HQ they belong to
Battle tooltips now include Manpower metrics as well as Battalion/Flotilla numbers
The Journal Entry and Player Objectives outliner widgets are now more compact
The Convoy Cost tooltip on the Trade Route item now produces explanatory information when it is zero
Very long player names will now elide properly with a trailing ellipsis in the outliner
Goods tooltip "Go To Details" button will now navigate to the relevant detail panel depending on if a state/market context exist or not
New game concepts for the terms "Popup", "Feed", and "Toast"
Stray newlines are now omitted from Production Method tooltips
Spoiler:
Révision du code relatif à la file d'attente de construction afin d'optimiser les performances et d'améliorer les investissements autonomes.
Optimisation des tendances nationales pour réduire l'utilisation de la mémoire.
Optimisation des caches des besoins de pop pour réduire l'utilisation de la mémoire.
Optimisation du code d'interaction avec la carte des routes commerciales afin d'éliminer les pics de décalage.
Remaniement de la file d'attente de construction de la barre d’accès rapide (NdT: ou idéateur) pour qu'elle soit considérablement plus rapide lorsque de nombreux bâtiments sont construits en même temps.
Optimisation des marqueurs de la carte des bâtiments lors de la construction de bâtiments dans un état-région avec beaucoup d’agitations.
Optimisation du nombre de particules spéciales pour simuler la pollution.
Amélioration des performances lors de l'ajout de nouveaux bâtiments au bas d'une file d'attente de construction très importante.
Augmentation de la limite de ce qui peut être considéré comme une très petite pop qui doit être fusionnée avec des pops plus importantes pour des raisons de performances.
Spoiler:
La construction de centrales électriques entraîne désormais l'apparition d'un modèle de bâtiment représentatif dans les centres urbains.
Les stations baleinières ont désormais des icônes de méthode de production uniques.
Les panaches de fumée produits pendant et après les batailles ont été visuellement améliorés.
La présence d'une cible de migration de masse dans un état-région augmente désormais le nombre de chevaux et de carrosses sur les routes.
Le shader de table a été revu pour améliorer l'éclairage et la transition entre la table et l'arrière-plan.
Les effets visuels du lance-flammes sont désormais améliorés lorsqu'ils sont observés à partir de différents angles de caméra.
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
Korean: Fixed placeholder text in Downsize Building tooltip
Chinese: Ensures tooltip for Interest Group Pop Attraction works even when a different delimiter than colon is used
Polish: typo that caused an unlocalized string to appear is now fixed in REVOLUTIONS_PROGRESS_TOOLTIP
Polish: concept_budget_construction_goods no longer generates errors
Fixed a reference to unlocalized key concept_promoting in the Interest Group tutorial
Fixed a reference to unlocalized key sepoy_mutiny for the war between East India Company and Hindustan
English: fixed a typo in DIPLOMATIC_ACCEPTANCE_NO_CUSTOMS_UNION
Polish: Fixed a missing space in the date string between the weekday and the month
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
New UI function MakeScope available for all UI types with a corresponding scope type, letting modders add scripted GUIs, access saved variables and modifiers in UI script, etc
Journal Entries can now define scripted buttons with custom triggers and effects
Diplomatic Plays can now be scripted with unique Relations requirements rather than being contingent on the same define
New effect set_ruling_party added
AI Strategies now have improved script comment documentation
References to unlocalized text in GUI script will now throw errors
Building group inheritance has been reworked to ensure overridden settings will always supercede default ones across the hierarchy
There is now a "governments" history step after Interest Group/Party setup but before elections that can be used to more precise political setups
New on-actions: on_secession_start and on_secession_end
Console command "investment_pool" will add money to investment pool
was_formed_from = TAG trigger added to check which country definition a new country was originally
New flag definition for a potential USA formed by Michigan
New script effect set_available_for_autonomous_investment to allow/disallow autonomous investment for certain building types in particular states
Diplomatic Plays can now be scripted with settings on whether starting wargoals should generate Infamy
Added new defines for fine-tuning of casualties caused by manpower vs casualties caused by Offense/Defense
remove_war_goal effect is now allowed to remove the last wargoal from a diplomatic play or war
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
Tariffs are no longer collected for routes between countries with Trade Agreement pacts
Fixed an issue where re-mobilization of battalions involved in a naval invasion could cause multiple simultaneous landing battles
Countries that cease to exist for unrelated reasons will now be properly removed from wars, ensuring the war will conclude eventually
Characters now perish from natural causes at a more natural pace
Fixed crash that occasionally happened while removing manpower from combat units (CCombatUnit::RemoveManpower)
Countries can now start Diplomatic Plays to Transfer Subject even if their Relations with the subject (rather than the overlord) is too good
Fixed an Out-Of-Sync error in multiplayer related to elections
Fixes an issue where Britain taking a Treaty Port in Great Qing would not properly end the Opium War
States which border each other only by provinces considered Impassable will no longer be treated as adjacent
It is no longer possible to queue up multiple levels of a Canal, Skyscraper, or other single-level building while there is a level already in the queue
Fixed a bug that caused generals to stand by in some cases rather than assign themselves to the new front after having won a naval invasion landing battle
Fixed an Out-Of-Sync error in multiplayer related to Diplomatic Plays
Sway interface will no longer pretend the AI will accept an offer they wouldn't when there is another offer they would
Winning a battle on an ally's front should no longer result in only capturing a single province
Fixed a bug that allowed players to start a Unification Play for a country that had already been formed
Fixed a bug that caused wargoals to not invalidate despite their holder or target no longer existing, resulting in wars continuing with no wargoals
Fixed a bug where if slavery had already been abolished/expanded before the revolution meter hits 100%, the American Civil War would fail to trigger or revolt with the wrong configuration of states
Fixed a bug that caused Generals to go home and Stand By when a front is destroyed but a new one created in the exact same place
Become Protectorate proposals will now work even when one party is a junior in a Customs Union, and will supersede that pact
The game now pauses correctly on the end date even in multiplayer
Fix out-of-bounds charts after switching countries
Fix out-of-bounds charts when viewing other countries
Fix map graphics and name flickering when the Culture map mode is activated
Countries with Slave Trade will now stop importing slaves if there are no available jobs for them to fill
The last Interest Group in government will now never spontaneously leave it under any circumstances
Enacting an Opium Ban as Great Qing no longer removes buildings other than Opium Plantation from the build queue
Highly developed states no longer display GDP incorrectly or with negative values
Overseas battalions with reduced Supply can no longer regain Morale in excess of that Supply score
Countries currently involved in an Independence War will no longer be annexed due to a (minor) Unification
The American Civil War will no longer end with the Union in a never-ending revolutionary state in case of a CSA win
Fixed several hundred land provinces incorrectly marked with Ocean terrain
Mobilized troops now properly demobilize when abandoning a side in a Diplomatic Play by setting your stance back to Neutral
A new ruler assigned via Election will now apply their Traits' country modifiers immediately upon taking office
Fixed a crash related to CPd
ynamicTypeArray
F
ixed a crash that could happen when establishing a new trade route immediately after game start
Secessionist radical pops will now properly deradicalize once they have seceded
Fixed a bug that caused GUI elements in a certain part of the screen to become unclickable / unresponsive after one party had backed down from a Play
It is no longer possible to sway members of Customs Unions with the promise of "independence" from it
Fixed a crash related to CPdxRobinHoodTable
The East India Company is now annexed upon its formation of India rather than continuing to exist on the map
Fixed an Out-Of-Sync error in multiplayer related to queueing a new building as a client hotjoins
It should now be possible to gain Achievements available only to particular countries even after having won as a revolution in that country
China now causes Diplomatic Incidents in the home regions of all Christian Great Powers as part of the Heavenly Kingdom event chain, rather than the other way around (all Christian Great Powers causing Diplomatic Incidents in China)
Annexing a country through unification (e.g. the Hudson Bay Company or Columbia District) will now inherit their claims
Overlords that form new nations will now always take any Homelands of the new nation from their Subjects in the process
Make Puppet Diplomatic Play can no longer be used on an independent Major Power or higher
Fixed a bug where the Discrimination modifier to Political Strength was not properly applied in some cases
Buildings panel interface should no longer be a source of crashes
Spoiler:
// CETTE PARTIE EST NON-TRADUITE \\
It is no longer possible to Humiliate a country twice in the same war
A subject gained through the Transfer Subject war goal should no longer come with some of their land permanently occupied
Fixed rare crash when validating Production Methods (CBuildingManager::ValidateBuildingProductionMetho dsIfNeeded)
Fix an issue with land trade routes being invalidated due to shipping lane effectiveness not taking land trade capacity into account
Fixed the confusing tooltip and excessive script error spamming for decisions to purchase the Suez or Panama Canal rights
A country that has been called into a Diplomatic Play by using an Obligation can no longer decide to abandon the country that called in the Obligation
Production Methods validated by Laws will now be set according to the new Laws if the building changes countries
Peace Treaty notification should now always contain information about the peace deal
Fixed a crash related to country information panels
Fixed a crash related to the battle information panel
Players rejoining a multiplayer game should no longer experience an Out-Of-Sync error related to trade routes
Fixed a bug where war reparations could under some circumstances be applied twice to the same country in the same war
Liberating a Subject that is also inside a Customs Union no longer removes them from the Customs Union rather than release them from their overlord
Transfer Subject Diplomatic Play can no longer be used on Personal Unions
Nation Above Self Journal Entry will now complete if the relevant Interest Groups are either Marginalized or Suppressed, instead of (impossibly) requiring both to be true
Tutorial windows triggered from Journal Entries will now close if their associated Journal Entry is invalidated
Generals can no longer be selected as both advancer and defenders in two separate battles at the same time due to them breaking out on the same tick
Invalid war goals no longer cause war support to freeze at 0
Liberating a Subject of a Subject now makes them independent rather than a Subject of their former Overlord's Overlord
Should Turkey puppet Egypt, they will not get the Veiled Protectorate Journal Entry as this would cause them to worsen Relations with themselves
Fixed a bug that caused Interest Group Approval to go sky-high when close to 0% Clout
It is now possible to mobilize a General despite their HQ being partially occupied
Fixed a crash that could happen when opening the building tab while the Expand Building map interaction was open
Grand Principalities are no longer unfairly excluded from German Unification Journal Entries
It is no longer possible to start to incorporate a colonizing state whose colony growth has been temporarily blocked, e.g. due to a Claim
Fixed a crash when changing Production Methods or constructing new Urban buildings (CRightClickMenuManager::HandleInput)
Fixed crash when rendering some text (NPdxStringUtils::CompareSIMD)
Colonize State Journal Entry in Learn the Game objective has been reworked to be less bug-prone
Colonization interface should no longer be a source of crashes on Mac/Linux
Linux clients should now be able to connect successfully to a multiplayer game hosted on Mac
Fixed a bug that prevented completion of the Pops panel tutorial due to layout changes
Fixed a crash related to spline network graphics rendering
Trigger breakdowns that include an any_scope_state list will no longer assume the scope is always a country
Proposals to become a subject will no longer be denied due to the prospective overlord already having subjects
The "No Effect" Production Method choice is no longer visible for Vatican City unless monument effects are disabled by a game rule
Regaining a sufficient amount of Prestige should now halt the devolution into a lower Power Rank
It is no longer possible to change another market's goods' tariff policies through the context menu
Several nations with pre-existing colonies at game start now have Interests declared to support the growth of those colonies, where they previously did not
Expand the East Indies Administration no longer allows for transferring a State to another Customs Union member's Colony
Average annual wage breakdown in building panel now takes impact of discrimination on wages into account
Hooked in orphaned event to shatter the East India Company if it breaks free from Great Britain (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
Impassable provinces can now never be captured in battles, and are excluded from occupation percentage calculations
Several Diplomatic Actions now have proper localized strings rather than unlocalized keys
Mass Migration Target tooltips no longer lies about how long they will remain in effect
Crash Reporter tool should now work correctly on Linux
It is no longer possible to use 'Conquer State' or 'Return State' wargoals on decentralized nations
The Confederate States' Interest Groups now correctly lose their "Supporting an Ongoing Revolution" modifiers after the war is over
Fixed a bug that caused one country to have multiple entries for Release Subject war goal
Requests to join a country's Customs Union are now always passed up the chain to the leader of the Customs Union
Fixed a bug where secessions would not increase the Journal Entry counter towards shattering Qing
If something happens that causes the country targeted for the Improve Relations tutorial challenge to no longer exist, the challenge will now invalidate and restart with a new country
Only slave states will join the CSA in the American Civil War and vice versa (note that unincorporated states such as Florida cannot join a revolution)
Interest Group leaders retiring from political life will no longer be accompanied by a notification claiming they've died
Japanese heirs created via event will no longer spawn with negative age
Taiping Rebellion Diplomatic Play no longer generates Infamy for either side
The Goods navigation link in the notification for Significant Trade Route is no longer broken
"Improve Market Access by Decree" tutorial challenge now requires you to issue the decree in the specified state in order to complete
Legitimacy prediction when forming a new government should now be accurate even when the change involves changing to a new Head of State
It is no longer possible to abuse the "Expand the East Indies Administration" Journal Entry to instantly colonize all of Indonesia
Fixed an issue where historical tariff settings were cleared during initialization
You can no longer become a Protectorate of a country you are opposing in a Diplomatic Play or war
The scroll bar no longer overlaps the text in the Diplomatic Play confirmation window
Poppydock achievement is now triggered by having a level 8 port instead of 8 different ports as intended
Production Methods invalidated by Law changes will now reset immediately upon law enactment
Fix an instance of territory remaining painted with occupation flags after the war has ended
Fixed a crash related to using hotkeys to open lenses
The tooltip for expanding Barracks or Naval Bases will no longer display empty troop allocation change sections
Switching government type should no longer cause Market Access to mysteriously drop to zero
Front Health prediction no longer displays nonsense information if no Generals are present on the Front at all
Land Battle markers should no longer get mixed up for Naval Battle markers and vice versa
Metropolitan Police no longer (falsely) claims it needs Turmoil to be exactly 20% to complete
Reading Campaign achievement now requires 95% literacy or higher, rather than exactly 95% literacy
Power of the Purse naval theory Production Method no longer feature doubled Morale Loss modifiers
A garrisoned battalion can no longer be made to defend in two battles on different fronts simultaneously
Fixed crash when starting a new game related to AccessPlayableCountry UI function
Revolutionary country in the American Civil War will no longer get a generic revolt name instead of their historical name
Fixed an instance of endless recursion in the modifier_building_subsistence_output_mult_desc localization key
Characters already leading expeditions are now excluded from being chosen to lead another expedition
"Manifest Mexico" Achievement is now only possible for Mexico
The Treaty Port in Ceylon is no longer scripted to be on impassable terrain
Government Type concept tooltip trigger breakdown no longer spews error strings when explaining why the player's current government type is active
Recruiting a new commander will no longer display a notification about them moving to the NULL_OBJ HQ
Take on Debt Diplomatic Action will no longer erroneously show a country will accept if you offer an Obligation, as this is not a valid option for this action
Fixed an error in text of "Slavery and Colonial Labor" that was causing error log spam
Issue Decree map list now lists the predicted Authority cost rather than the current cost (which is usually 0)
State regions that are homelands for more than one of your country's primary cultures will no longer be listed repeatedly on the Unification panel
Fixed a bug where the 'Revoke All Claims' wargoal would immediately invalidate in secessions
Oscar Wilde no longer vanishes with the dawning of a new day, as he has now been relegated to the Void for sufficient time for his event to conclude
Market map icon and its tooltip no longer flicker when hovering them
Goods price tooltip should now show up correctly even in isolated markets (fixes GOODS_PRICE_DESC_IN_ISOLATED_MARKET)
Typing space in the console will no longer pause or unpause the game
Added missing heir titles for Zaidi Imamate (fixes HEIR_TITLE_DEFAULT)
Command Economy no longer has itself as a disallowing law (cosmetic bug only)
Momentum now has a proper tooltip
Diplomatic Play scope is now passed to on_sway_offer_rejected on-action rather than country scope
Investment Pool tutorial Journal Entry is now disabled while using the Autonomous Investment game rule
Fixed an issue where the number of battalions on a Front may have an outdated cached value
Fixed a UI caching issue where a character's traits may be shown on a different character
add_religion_standard_of_living_modifier effect now has a proper effect description rather than an unlocalized string
Fixed a cosmetic bug that caused Initial War Support to be listed as 0 instead of 100 in tooltips
Expiring Obligations pop-up no longer references yourself instead of the country with the Obligation
Total Amount of Flotillas tooltip will no longer show unlocalized DIPLO_PLAY_COUNTRY_WARSHIPS_BREAKDOWN key
It should no longer be possible to put Fishing Wharves into a state where no Ownership Production Method is valid
Law Enactment checkpoint toasts no longer claims the law has "advanced" if it has made no progress or regressed
Treaty Port in Chiapas moved to a province that's actually inside state borders
Haitian Independent Payments to France now cease if Haiti no longer exists
Total Weekly (Bureaucracy) Cost tooltip will no longer show unlocalized TOTAL_INSTITUTION_INVESTMENT_LEVELS key
Event "Do You Hear That Too" can no longer occur in NULL_STATE
Fixed a script bug that made it impossible to get the Death from Below Battle Condition
Hudson Bay Company no longer loses its Claim on Alberta after a month
The Decision to "Cancel the Suez Canal Survey" now becomes unavailable after the survey concludes
Hawai'is Ali'i Nui and government type no longer generates error text in tooltips
Unlocalized string "ECONOMIC_SYSTEM_LAW_GROUP" across several game concept tooltips has now been corrected
Fixed typo in Change to Our Customs Union tooltip
Unlocalized string "WARSHIPS_TOTAL" in building tooltips has now been corrected
Fixed a few typos in "Expand the Military" tutorial challenge text
Fixed naming for FSA to match naming for CSA in triggers, and ensures it is set immediately instead of only after the player has clicked the event
En bonus, un making-off de la
compositions des sons ambiants mais aussi de la musique
dans Victoria 3 !
Et voilà !
Les développeurs sont ravis de la façon dont la version 1.2 a été développé et des retours des testeurs et de la communauté. Ils remercient également les créateurs de mods. Ils seront ravis d’entre tous les retours que vous pourriez faire sur cette nouvelle version sur le forum de Paradox ! Après la sortie de ce patch, il n’y aura plus de carnets pour quelques semaines, mais l’équipe de Victoria 3 sera de retour bien assez vite pour dévoiler ce qu’ils auront de prévu pour le futur du jeu ! Bon week-end à toutes et tous !
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Auteur : Mikael Andersson « Lachek »
Traducteur/Rédacteur : Limse
Dernière modification par
Limse
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10-03-2023, 21h54
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