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Posted by Video Game News Staff, 106 days ago ![]() | ||||
Victoria II: A House Divided Expansion v2.2 Patch in the Works
So, while A House Divided has been released, there are always things to get worked out, tweaked and fixed. We got an update from Paradox today on what exactly is being worked on for the upcoming version 2.2 patch.
Naval Rally Points
This was one of those things they didn’t really know if people would want or not, and it turned out they did. So they added it.

You can set any port where you can dock ships as a rally point. otherwise it works the same way as regular rally points
Auto-split units for transport
The load-onto-transport button for armies will change if you have too many troops to split off a perfect sized chunk so you don’t have to do so manually. I can’t imagine how I did naval invasions before.
Attachable units
You can now attach a unit to another friendly unit owned by AI, or another player in MP. It will then follow them around and help. Great if you are in a big war and want to lend UK some of your fleet.
Visible country borders
There have been a few mods who do this also, but they have had problems on some graphics cards. Its now a supported feature and looks really nice, particularly when in mapmodes like nationality where you want to be able to see national borders still.
Promotion/demotion/migration rework
We have had great help from the betas in redoing pop promotion/demotion logic and it is now much more responsive to sliders and conditions (read: less problems with clergy). Promotion and demotion are now using a literacy/needs-based system. Promotion and demotion choices rewritten, to reduce slider POP bloat and produce Artisans and Clerks as slider populations grow. Slider operation more responsive and intuitive, determined by level of spending and existing population. Migration has also been reduced and changed to emphasize internal over colonial and external migration. Targeting logic has also been expanded so that POPs tend to urbanize much better.
Tech AI Improvements
AI is now much better at selecting what technologies to research. Also rebalanced a couple of techs for a smoother progression in industry and less "prestige bubbles".
New modding format
This is a new format they have been working with in parallel with CK2. It should now work much much better than the old system and you should no longer feel the need to copy over the game and can keep settings and map caches separate without having to copy the game to multiple folders for each mod. It will require modders to change their main description file, but its pretty easy to do. An added advantage is that the system now supports loading multiple mods at the same time (selectable from launcher).
Here is the format description:
name = "My Cool Test Mod" # name of your mod, shown in launcher
path = "mod/coolmod" # location of your mod files
archive = "mod/coolmod.zip" # you can also put your mod directly in a zip file for easier distribution (you need this or path specified)
replace_path = "technologies" # optional. if you want to replace a path instead of just extend the files already in the base game (like if you want to have completely new technologies)
user_dir = "coolmod" # optional. creates a sub directory where settings/map cache/savegames etc can be safely written for your mod and not get mixed up
dependencies = { "someothermod" } # if you depend on another mod or dlc you can specify that here and it will get loaded first if the order is important
And a whole bunch more stuff... a few highlights:
- The 2.2 patch will include full translation to German
- Assimilation should no longer happen so much in own cores
- There is a lot more support for social reforms from your population late game. particularly craftsmen.
- Lots of improvements to accuracy of 1861 scenario (don’t ask for details please, its a long list and will be in changelog when done) [note from them, not GDN]
- Fixed a pile of bugs, issues and balancing
It looks like they’ve got a fair amount of work into this patch.
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