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v1.3.2b

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@github-actions github-actions released this 17 Oct 20:51
· 38 commits to main since this release

game 1.3.2b

A release for hosted games, and for the tournament that runs on one. The first
evening on a 24-hour-turn server found that a game you join was not quite the
game the host was playing, and that the host's AI was playing more of it than it
should. Most of what follows is that, and the rest is what players reported in
the meantime.

  • In a hosted game, you decide your own country. Your research, your
    research and pacification budgets, the doctrines you enact and repeal, the
    wars you declare and the alliances, guarantees, pacts, ceasefires and trades
    you propose, what you disclose, your minority policy, your districts and your
    claims now reach the server. They never did: the server's AI had been making
    those choices for every player, on top of their orders. The server checks each
    one against the same rules the screens use.

  • Requests come to you, not to the server's AI. A call to arms, an alliance
    offer, a ceasefire or a trade aimed at your country arrives as the usual popup.
    Leave it unanswered and it lapses as a polite decline -- a call to arms you
    sleep through does not end your alliance. The turn panel has If I miss the
    deadline, do nothing
    for anyone who would rather their country idled than
    had the AI stand in for them, and the server keeps that choice across a
    restart.

  • You see the game the host is playing. Each turn now brings the wars and
    treaties, claims, governments and their flags, rebel states by their names,
    and every treasury -- a war declared on turn two used to reach the map and
    never the Relations screen, rebel states arrived as "Rebel State 4", and your
    money stayed at whatever it was when you joined. Show orders works in a
    hosted game too.

  • A server that has restarted can be joined again. It forgot which map its
    world was on, so after any restart -- every update, on a hosted server --
    everyone joining was told the world could not be read.

  • Connecting from further away works. The desktop game gave the relay
    twenty milliseconds to answer a secure connection, so anyone farther than that
    saw "SSL - The operation timed out" and could not join at all. Signing in on
    the web stays signed in
    now: the browser build never kept the session.

  • The lobby: a saved server's card joins it when clicked, the country picker
    no longer closes as it opens, and chat wraps long lines instead of cutting
    them off. A click on one screen no longer sets off whatever sits under the
    cursor on the next -- leaving the mod menu used to start the tutorial.

  • A marching army keeps its kind. Militia, assault and mechanised troops
    arrived as line infantry the moment they entered a province.

  • The tutorial can be finished. The recruiting lesson now opens the army
    view, where its slider and button actually are.

  • Monuments cost what they are. Each kind has its own running cost by
    level, and anger at a conquest stays in the occupied province instead of
    spreading through the whole people.

  • Smaller things. Interface scale survives switching between the map and
    the globe. Transports land on an island when you click the water beside it.
    Web saves are written whole or not at all. A map opened in the map editor
    keeps its scripts, which exporting used to drop. A turn reaches the map a
    second sooner in a browser. Mods and hand-edited maps are checked more
    strictly, after a fuzzer found three values that got through.