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Rossarness

Release Engineer
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Aug 31, 2017
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Hello everyone! I’m Kuba, Release Engineer & Interim QA Coordinator here at Paradox Tinto and today I’d like to talk about issues that are affecting our community and further plan how to deal with them.

As you are aware, shortly after releasing the Domination DLC we realized we had some issues that affected some of our players, so we released a quick patch to alleviate those issues.
With every hotfix that we make for our game, we have to limit the changes to the most pressing issues that slipped the release build testing. We want to react quickly to the bugs but we also do not want to introduce more issues into your games, as with short development time, bugs like to sneak in.

That being said, we immediately focused on making a full patch that will address many of your issues.

For an upcoming patch, which will be released in early May, we focus primarily on:
  • Stability: We are actively addressing the latest crashes that have been introduced in 1.35, especially for the players using the modded version of the game. Since the launch date, we have been gathering crash reports from you, and organizing and prioritizing them. So if you encounter any crashes make sure to send us the report so we can look into a fix Gameplay and balance: We gathered the problems that the community reported, investigated the issues we saw on social media, and attempted to fix as many as we could.

Of course, making changes to the game is one thing, but we also work hard to verify the quality of them, again to ensure we will not introduce new bugs in the place of the old. Our QA team is doing its best to check all the changes and verify them. However we are also looking for reports from our dedicated community, so please if you encounter any issues during your conquest please let us know on the Bug Report Subforum. I assure you that we will check every issue that is reported there.

So you probably wonder what are the plans for the future. We hope that this patch will stabilize the game, so you can do your campaigns safely, in the meantime we will work on further improvements, currently, we think that we will be able to do another patch. It won’t be as quick as this one because we want to focus on improving parts of the code that could potentially break stuff. Afterward, we will do an analysis of the state of the game, to check what needs to be done regarding bug fixing and stabilization.

Below you can find a list (not yet closed!) of changes we aim to include in 1.35.2, to be released in May.

###################
# Gamebalance
###################

# Governments
- The government reform "French Feudalism" no longer needs 50% of Crownland to integrate subjects. Instead, the "Seize Land" effect has now a counter which allows you to start the integration of an appanage. In other words: to integrate Orleans you would need to seize land and start the integration. For integrating Armagnac you would have to seize land again. You can save up the seize land charges so you can integrate all appanages later at the same time.
- Modernization has now a base decay of 0.3 per month.
- Increased the yearly manpower gain from the "Mobilize New Order Regiments" interaction from 0.3 to 0.75 for the Russian Empire and its republican equivalent.
- Increased the yearly manpower gain from the "Equip Streltsy" interaction from 0.2 to 0.3 for the Russian Principality and from 0.1 (which was a number bug) to 0.6 Years of Manpower.

# Other
- The decadence mission "End the Eyalet Rebellions" now requires you to have 70 Absolutism if you are in the Age of Absolutism or Revolutions. "The Eyalet Rebellion" will now remove 100 Absolutism when fired.
- Added an alternative trigger to the decadence disaster "Restructure Administration" which no longer forces you to have 2 Admin Idea Groups filled to complete this mission.
- The decadence disaster "End the Eyalet Rebellion" will now request 60 provinces in the Europe continent instead of 50 in Western Europe specifically.
- The Plot of the Harem disaster no longer reduces the stats of your heirs by 1/1/1.
- The decadence event "Corruption of the Court" now costs 0.1 years of income instead of 0.2.
- The mission reward of the decadence mission "The Eyalet Crisis" now lasts for 30 years instead of 19750 days.
- The decadence mission "Handle the Janissaries" no longer requires you to make 9 Mil power per month.
- Severely tuned down the Janissaries spawned from events of the Janissary Coup disaster.
- Eyalets now count as your border, meaning you can core provinces next to them.
- Missions that require you to have some idea groups of a category filled out have now alternatives. Also decreased the number of needed military and admin idea groups from 3/2 to 2/1 idea groups needed.
- The Janissary Coup disaster now increases the Janissary Influence by 10% instead of 30% and Janissary Max Privileges by 3. It no longer decreases the Loyalty Equilibrium.
- The events of the Internal Power Struggle disaster now have a lower increase of their penalties. Additionally, they no longer decrease the stability to their fullest strength.
- The estate privileges for the Janissaries from the Janissary Coup disaster now increase influence by 10% instead of 20%.
- The English Parliament Issue "Army Reform Acts" increases Army Tradition by 5 and Army Professionalism by 0.5% instead of 15 and 1% respectively.
- The English Parliament Issue "Man-of-War Acts" increases Navy Tradition by 5 instead of 15.
- The English Parliament Issue "Maritime Discipline Acts" adds 20 Military Power instead of 50.
- The English Parliament Issue "The Black Act" will now increase stability by 1 instead of 3.
- Restored Siamese ideas partially. They have their old traditions and ambition back as well as their cavalry combat ability.
- Takeda ideas now grant proper Army Professionalism.

###################
# Interface
###################

# Country
- Fars is now pink.

# Icons
- Thalassocracy (Government Reform) now has a proper icon.

# Tooltips
- Benefits from Celestial reforms no longer have a blank name in the country modifiers tab.

# Other
- Fixed a typo in the description of the Portuguese achievement 'The Navigator'.

###################
# Script
###################
# Achievements
- Fixed an issue that prevented the Forever Golden Achievement from being displayed as available to Castile for Golden Century or Domination owners
- Aragonese missions are now properly cataloged towards the Forever Golden Achievement
- The Achievement 'Big Blue Blob' now correctly highlights all non-French provinces in Europe
- Fixed a few localization and requirement minor issues with 1.35 Achievements
- Spain can now be diplomatically formed via 90 Republican Tradition or 100 Devotion so Aragon as a Peasant Republic can form it diplomatically.

# Decisions
- Forming England will now grant you the English Monarchy as long your tier 1 is not locked / your government is not locked.
- The decision to form the Angevin Kingdom no longer requires you to have 25 provinces in the French region.
- Forming Siam through the decision now requires Administrative Technology 20.

# Events
- Made the Yellow and Yangtze river floods less punishing.
- English/British flavor events can now fire for the Angevin Kingdom too.
- A Question of Faith event will no longer fire during the Shinto Christianity Incident.
- The event 'Question of Faith' will also not fire during the Ikko Ikko and Neo-Confucianism incidents.
- Hungary now has to be an independent country to be forced into a personal union under Austria.
- Elective Monarchies now look for a Christian noble when the country is Christian itself. In other words, the House of Osman will no longer claim the Czech throne.
- The Ottoman event 'The Ottoman Line of Succession' will now fire less frequently if you have already had this event with the same heir and will reduce its maluses for recurring instances of the event for the second option
- Made it so if you choose to convert to Christianity via the Shinto incident event chain, you will always get the full Christian outcome (Land of the Christian Sun)

# Missions
- The Qing mission 'Ten Grand Campaigns' now grants the necessary claims in the Burma region
- Added proper highlighting for the Lower Burma area in the 'Campaign in Burma' mission for Qing in Domination
- Adjusted the mission ‘Campaign in Burma’ for Domination's Qing, to require 25 provinces in Burma, instead of certain set areas
- Added Random New World triggers for 2 French missions
- The mission "A Realm of Chivalry" now requires 100k troops killed in total instead of 20k troops killed in a single battle.
- The Emperor of China mission Shengshi & Zhishi now has simplified requirements and rewards
- The mission "Seize France's Throne" now grants permanent claim on the areas of Britanny, Burgundy, Picardy, Lorraine and Provence.
- Added dynamic province highlighting for the French mission 'Indian Dominance’
- Added a new and improved version of the 'Conduct Population Census' to better reflect and display the +1 Monthly Administrative Power granted by the Reform Civil Registration mission of the Emperor of China.
- Added a new version of the Expand Palace Bureaucracy to better reflect its empowered version granted by the Cornerstone of an Empire mission
- Added alternative triggers for French colonial missions if Random New World is active
- The Angevin mission will no longer request you to discover Canada and this is already covered when you colonize North America.
- Added an easier to understand tooltip to the "Mainland Alliances" British mission.
- Fixed an issue that made it unclear that you can't cheese the upgrade of your Centers of Trade in the Swedish mission tree.
- Added a sneaky missing bracket at the very end of the DOM_Spain_Missions file
- The Brandenburg mission 'Construct the Kiel Canal' now properly grants access to the Canal even before Tech 22 and grants a supplementary bonus to your treasury
- Fixed a trigger for a Revolutionary France mission
- Added the Toulon Dockyard modifier to the correct province, for the Aragonese mission.
- Fixed an issue that fired the failure event for the conquest of Franconia for Domination's Brandenburg mission
- Fixed an error that prevented the Japanese Divine Empire from being granted
- Daimyo missions now have alternative requirements other than "Is Japan" to allow Domination players to complete the mission tree before forming Japan.
- The Spanish mission 'New Capital' no longer highlights every single capital everywhere.
- The Mission 'Holy See Politics' now properly scopes to the capital of the Papal States.
- The modifier "Religious Stability" from the English mission "Piety of the State" now increases Tolerance of true faith by 0.5 and Yearly Patriarch Authority by +0.5.
- The Russian mission "Break the Tatar Yoke" has now a secondary condition that allows you to get rid of the Tatar Yoke modifier if you have 85% Warscore.
- Fixed an issue with the Angevin mission "Settle in America" which tells you to colonize Canada instead of colonizing the New World.
- Fixed an error that prevented 'A New Buddha' from granting a new mission for people without other DLCs other than Domination.
- Fixed a wrong scope in the Fortify the Coast mission for Chinese minors, Qing and Ming.
- Adjusted the displayed tooltip reward for the Toulon mission of France, to reflect the actual reward granted
- Reordered the triggers for the 'Kingdoms of Spain' for better visibility and fixed an error associated with its reward
- Added a missing claim for Malacca in the Portuguese missions
- The modifier 'Reformed Haijin Policy' now has a proper modifier scoped to the country level

# Setup
- Fixed an error that allowed the estate privilege "Factionalist Nobility" to be momentarily visible for Castile even without the Domination DLC
- Fixed a missing national idea for Orleans

# Other
- Changed the icon for "Control over Monetary Policy" so it no longer gets confused with "Indebted to the Burghers".
- The decadence bar now also mentions that it in- and decreases by stability.
- The Decadence description now mentions that the ruler's victories and defeats decrease and increase Decadence.
- The privileges regarding liberating or enserfing the peasants will now block government reforms which would remove the Nobles or Burghers estate.
- All countries which can get their name or color changed have now proper access to decisions that allow them to restore their original color and name. Former Eyalets will now also restore their original names and color.
- Fixed an issue with the Tier 5 Tercios Government reform being instantly abolished but remaining available.
- The Expanded Black Army reform is now correctly registered in tier 5.
- The event "The Franco-Ottoman Alliance" can no longer trigger when France and the Ottomans are at war with each other.
- Fixed a wrong scope for the Emperor of China for Chinese Warlord missions
- Fixed the Spanish localization of a few missions.
- Estate Privilege 'Support the Brahmins' now is only available to Muslim countries.
- Fixed a tooltip error with the mission 'Wine Monopolies'.
- Fixed some issues with the German localization.
- Improved the descriptions of some estate privileges.

###################
# Bugfixes
###################
- Fixed null subject type crash
- Fixed no federal constitution advancement crash
- Fixed crash not finding gui for a dialog
- Fixed issue with GOG Windows build not shutting down when restarting at the exit to the main menu.
- Russia can no longer have 5 different variations of serfdom active at the same time.
- Removed confusing triggers for the Plot of the Harem disaster.
- The estate agenda "Expand Port Infrastructure" is now properly auto-completed by the Burgher's privilege action instead of the one of the Clergy.
- Damarwulan has enough of his imposters. Fake Damarwulans will no longer count in won battles for the Damarwulan event.
- Buying subject upgrades for your colonies will no longer grant you admin power instead of costing it.
- Fixed an oversight that would have allowed the Mamluks to integrate way too large vassals when they get turned into an Eyalet by the Ottomans.
- Fixed a missing localization for the trigger "has_unembraced_institution"
- Fixed a bug where under rare DLC circumstances you would see your ability to form Trade Leagues and Trade Cities twice as a Veche Republic.
- Fixed a bug where the Russian Empire (and its Republican equivalent) would only give 0.05 Yearly Absolutism instead of 0.5 Yearly Absolutism.
- It is no longer possible as Russia to have your peasants be enserfed and liberated at the same time.
- Building and destroying farming estates will no longer increase your development under rare conditions. The "Expand the Fortifications" modifier is now properly removed from a province with a level 2 fort if said fort gets destroyed.
- The mission reward for the Ottoman mission "The Cradle of Civilization" lasts now for 30 years instead of 29 years and 265 days.
- Fixed a bug that prevented Anglois countries to benefit from Stonehenge.
- Fixed a bug where the Gokaido Reform and the Reform the Samuari government reforms would not show up in Japanese countries.
- Fixed the Decadence jumps from winning or losing battles with your monarch.
- Renamed the second add_stability_or_adm_power to add_stability_or_adm_power_per_stab to avoid overloading a single scripted effect.
- Removed an unnecessary base_monthly_growht from the Mercenary militarization.
- Removed the secondary_religion_group scripted trigger as it is no longer needed.
- Removed an unnecessary made_monthly_growht from the Mercenary militarization.
- The Order of Avis can now be established when you accept the Portuguese culture.
- Fixed a display error that showed Russia paying nothing for modernization ideas.
- Fixed an issue where Monthly Innovativeness gain was colored in red even if the gain was positive.
- The parliament issue "Fund an Industrial Project" now actually constructs a manufactory in the province.
- The parliament issue "Acts of Representation" now properly reduces the liberty desire of your subjects instead of your own.
- Fixed an issue where the rewards were swapped for the mission "The Asian Trade" for Novgorod-Russia.
- The Russian Rule ability no longer resets completely to 0 for the diplomatic and military abilities when a new ruler comes to power.
- Forming England and following the Angevin Path will no longer allow you to complete the mission "The Angevin Kingdom" twice.
- Fixed some minor localization issues.

The team will also be checking this post periodically, so if something is unclear or you have any questions we will try to address them in a timely manner.
 
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I should point out that, if Jean Bureau dies before you finish the French mission "Refine the Bombards", the game lets you continue it by hiring a new general and naming him Jean Bureau.
We'll check this.
I hope this redress includes the earthquake events for Ming as well.

Please tell you plan on doing some internal testing before release to make sure the revised events don't completely erode the river basins into a bunch of 3-development provinces after the first hundred years.
We're reviewing the earthquake events as well, yes.

The first version of these events was even harsher and was down-tuned after testing, but we're obviously making further balance changes until everyone feels they're at the correct level. ;)
No fixes for the Expand Empire CB yet? :(

We're currently taking a look at it to fix it.
Is there a fix coming for the Grand Canal being in the wrong location?
Yes, but most likely not for 1.35.2, but for 1.35.3, as we want some extra testing to make it work properly as we want.
Good to see a lot of fixes coming. No change to the insane inflation "reward" from Ming's Single Whip Law mission or adding Streltsy force limit to the Russian Empire government though?

Also, FYI it should be "now has" and "now have" instead of "has now" or "have now".
We're reviewing the 'reward' for the Single Whip Law mission, indeed.
 
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I should point out that, if Jean Bureau dies before you finish the French mission "Refine the Bombards", the game lets you continue it by hiring a new general and naming him Jean Bureau.
I came across this issue but we decided to leave it as is because I find that he dies rather quickly


Any chance this bug is on your radar for those without Lions of the North? The Polish sejm disaster doesn't trigger correctly without it as it looks for an "elective monarchy" instead of a "Polish elective monarchy;" all that would have to be changed is either of these government types (or just the latter) triggering the disaster.
It's on my radar :)
 
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I really liked the improvements coming, but I noticed something is missing: Currently, when we go down the route of befriending the Pope and eventually make it into a March as France, they have an excessively high liberty desire, which makes them basically useless and impossible to control. Would it be possible to, say, make it so that they don't count their development into the liberty desire like Personal Unions?
This is on our radar ;)
 
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So you've officially changed your mind from mint green?
There was infighting between the Pink Farsi Legitimists, and the Mint Green Farsi Reformers in the team. As for the moment (and whole 1.35), Pink Farsi Legitimists have the upper hand, but let's see how the situation goes in the future...
How about mission reward of Fall of GreatMing?(tooltip says mission will give 150 powerpoints but actually it give 100 powerpoints AND need more than 25% warscore to add 1 mil tech
We're also addressing this.
On the topic of checking, you told me that the team told you that the bug with Burgundy's heir rapidly losing claim strength (caused by multiple PUs) had been fixed for 1.35, but this seems not to be the case. They were still losing at a rate of -0.78 monthly in 1.35.1
This is really weird because I've just checked it for the third time as you mentioned, and in theory, it should be fixed; so we're going to investigate this more in-depth, as there might be something underlying that bugs it.
So this just made the Japan / Daimyo overlap even messier, right? Because now you can complete the Daimyo missions to Conquer Korea, Conquer China, Survey the Secret Fields, Encourage Wealth Cliques, and Construct the Gokaido...only to then with the Japan Missions, Conquer Korea, Conquer China, Survey the Secret Fields, Encourage Wealth Cliques, and Construct the Gokaido.

Any plans on how to deal with this?
We have a few ideas but will require some testing time to make them work properly, so this will be a task for 1.35.3.
Anything related to Castile and Granada? Castile currently do not have any ways to get claims on Andalusia area now other than manual claims so the conquer Andalusia mission need extra works to complete. Not to mention since the claims is now non-existent, AI is unable to conquer Granada in completely.
As far as I can tell, Castille lost the ability to automatically gain claims on Granada - are there plans to fix that? (Previously, Prepare the Reconquista would do this - that mission no longer exists).
We're fixing the issue with the claims on Granada.
By the way, any chance these minor things ever see the light of the day?
Not in the short term, we'll see in a future version.
Isn't this a sign that the mission needs to be rethought rather than expecting the player to notice and rely on an exploit to complete it?
Might need some redesign yeah, so that will take a bit more time to us.
Great to hear you guys are trying to fix things so quickly after the last DLC dropped. However, it looks like the AI using their *entire navy* to protect trade in 1.35 instead of just their light ships isn't being fixed yet? It looks weird, and it probably also drains their nation's sailors pool very quickly. Any chance this will be fixed too?
We'll take a look at this issue, yes.
Will you also fix the pips for mercenary generals being incorrectly shown? It's quite confusing when siege pips are first, then maneuver, then fire and then shock.
Yes, we're addressing this issue as well.
I really liked the improvements coming, but I noticed something is missing: Currently, when we go down the route of befriending the Pope and eventually make it into a March as France, they have an excessively high liberty desire, which makes them basically useless and impossible to control. Would it be possible to, say, make it so that they don't count their development into the liberty desire like Personal Unions?
Also, could we please get a PU on Spain as Portugal? Castille/Spain and Aragon both get PU CBs on Portugal, but Portugal does not. I understand that the focus for Portugal is colonization, but I think we should be given a PU CB, especially since some missions require us to hold all of Iberia. There was even a Portuguese Prince that could have united all Iberian Thrones if he hadn't died. Alongside that, being able to change your name to Iberia (doesn't need to be a new tag, just a cosmetic name) would also be great if you held all of Iberia as any Iberian nation.
Thanks for the great work :)
We're tackling the issue with the Pope, yes.

About the Portuguese PU, I'll have a look at that, to see if we can fit it somewhere on the mission tree.
Please fix the claims in Malacca being given in the mission after the conquering Malacca mission.

It's not like manually fabricating a claim there is even possible in the first place. This is a really important flaw that really limits the Portuguese mission tree, it wasn't like this before and it was made actively worse for no reason.

The claim in Zanzibar should also come in the Beyond the Cape mission, as the next mission "Conquer Zanzibar" cannot be done without such a claim.
At least such a claim is given on a different branch that requires you to conquer all of Mozambique, which is ridiculous and unrelated but at least its doable, unlike the Malacca one.
Again, this was not like this before and was made actively worse for no reason.
The claims of Malacca being in its correct place is already addressed. We'll take a look at the claim in Zanzibar, as well.
Can we see a few things about Eyalets addressed? They're incredibly strong anyway (letting you hit 1mil force limit and several million manpower pre 1500 if you spam enough of them), but they can also be integrated for 0 dip points regardless of size with high dip annex cost reduction, and incur no opinion malus when annexed, together meaning you can annex hundreds in a relatively short time. I understand they're supposed to be strong, but this feels a little excessive. It's shogun on steroids without any of the downsides.

There's also a privateering bug that generates effectively infinite money, would be good to get that looked at too.
We're doing a few fixes for Eyalets for 1.35.2, indeed. We're also taking a look at the privateering loop, two.
The update looks promising, but I don’t see anything about the bug where Pashas are granting global state maintenance reduction, rather than local. Are there plans to resolve that issue too?
We're also taking care of that issue.
Would be great if you could reduce the visual clutter in your tooltips and improve their stylistics and readability. The tooltips of 1.35 mission trees have hands down the worst tooltips I have ever seen.
  • It's great that you started using yes/no checkmarks, but why don't you use them everywhere (even within the update itself, not globally)? It took me two days to integrate the checkmarks into all mission trees in my mod, and my mod has way more missions than vanilla, and way more bonus rewards which are tracked by the checkmarks.
  • Stop using double empty lines that serve no purpose but increase the size of tooltips.
  • Use flags when referring to other countries consistently or don't use them at all.
  • Unify the usage of colors which are not consistent even within the same mission tree (France for example).
  • Stop using random colors in a single instance (e.g. §O in fra_dutch_coast) when you never use the same color for that purpose again.
  • Unify the wording (Alternatively/However/Else/Lastly)
  • Unify the order in which rewards are displayed/given, it's completely random now (first claims then modifiers / first modifiers then claims)
This is a pending task for us, you're right, although we'll probably address it in late 1.35 or for 1.36, as it will require some time to have a better, more homogeneous version of tooltips, and we're currently focusing more on urgent issues.
Thanks for the fixes! If I may ask:

Would you be able to not tone down the earthquakes/flood so much? It's the only obstacle for Ming in the game atm. (Eg. Keep earthwuakes hard but flood easier due to mission reward? Add further prevention to canal monuments alike dulkadir monument?)

Did you intentionaly removed the mission tree change for Aragon to Spain when forming Spain as a catilian culture Aragon? Or was it a mistake (it prevent peasant republic Aragon into tercios achievement run but that mission tree swap was possible in the past)

Is it possible to specify in the 'Single Whip Law' MoH mission that the 'Have "Single Whip Law"' is an idea? A lot of people got confused as they thought it meant the privledge!

There is an issue with the Angevin Empire name change. If you complete the mission before forming Angevin Kingdom and then form it, the name reverts to Angevin Kingdom (making you an emperor of Angevin Kingdom) easy way to solve it is to lock mission behind 'in Angevin Kingdom'

Another AK/France issue. If Burgundian inheritance happens and Nevers is transfered to France, that is under a PU of England' Nevers become a vassal not an appanage - looking the Act of Union mission as it doesn't count as a subject/cannot be integrated by France until 50% crownland (with the integration changes in parchnotes, it would be nice to add trigger that would make Nevers an appanage so the mission can be completed!! (Or making vassals not be held under appanage mechanics)

The only English parliament Reform needing a nerf is the Reform modifier one as it is blindly too good. Worth more than even prenerf other ones

Appanage Independnece/France issue. If you war an appanage as a target of the war and they then declare independence during that war, you are put on an max length true (like 100% warscore) with France when they instantly white peace out (in my game it was Gascony reconquest core on orleans) may need to block appanages from decorating independence wars If they are a target of a war!

Thanks for the work tho guys! There is a loooooot of changes!!
We're definitely taking a look at all those issues you mention (as they're a lot!). Thank you for your feedback and words, it is very much appreciated!
i and some other people are having a noticable stuttering and performance issue with this 1.35 its very weird im gettin slow speed in the begin game the 1480ish it get good and then i have some ups and down the difference is visible since 1.34 idk why this happen i already full reinstal and done all those normal steps and play without mods and also 1 mod that remove natives but the difference to 1.34 is real can u please take this in consider to the 1.35.2 hotfix? just a small performance fix level to then 1.34 plz? @PDX Big Boss
We're not covering the performance soon, as we're prioritizing right now stability, as my colleague @Rossarness says. After we're happy with that, we'll try to give a pass to performance, although that will take more time (believe me that we've already been working on this for the release of 1.35).
is the naval doctrine icon bug (where there is no mini icon for no naval doctrine picked) and the weird placement of the province name (too far right) on provincial view in the crosshairs? nice job on the bugfixes btw, really sick update!
They're on our radar, yes. Thanks for you words!
There are some other cases of canals not functioning. Had it myself in Ottomans game but sadly I was too lazy to file a proper bug report, and save is gone now. But take a look at these (first one you may have fixed): 1, 2, 3.
As they're reported, we'll take a look at them for sure.
Thanks for this! I have two bugs not included on the list:

1) Navy morale is still not showing up on the tooltip. The illustration defaults to 0% even though the Navy has full strength

2) In the Dev Diary for the Great Britain rework, it mentions the English mission "Found the Royal Navy" gives the ability to recruit explorers and conquistadors as well as increase colonial range +33%. The mission is currently missing the colonial range as a reward
We've been working on fixing the 0% tooltip. About the other issue, the colonial range increase was removed after the DD, for a better balance of the mission tree.
 
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I must say I is painful to wait for another week for a stabler game version, especially for a pre-order player.
On this topic, we decided to release the quick hotfix of last week for urgent issues, but for 1.35.2, we preferred to give some extra testing to it, in order to make the patch as stable as possible (taking into account that we'll be fixing something like 150-200 reported issues).
 
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I guess so but it doesn't make much sense from a gameplay perspective, dissolving and conquering makes more sense. You can do the Ireland, Spain and Italy parliamentary acts purely by conquest so not sure why the HRE one should be different
The idea behind domination achievements was to promote sub-optimal and different playthroughs than usual ones
 
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Any plans to address the mission The Provençal Question, namely the AI decision weight of the event “House of [Root.Monarch.Dynasty.GetName]”?

Right now it seem silly for Provence to have what seems like a 10% chance to join under you (France) in a PU, and a 90% chance to declare a Diplomatic Insult CB war.

I mean, it makes sense that Provence wouldn't want to fall under French rule, but maybe just make them break all of their diplomatic relations with France and give France a Restoration of the Union CB? Then there could be an event for Provence to inherit Lorraine if it falls under a PU, like there is for Hungary and Croatia?

Right now, unless your game repeatedly crashes when they declare war on you, it is nearly impossible to get the PU, which makes the whole option in the mission tree a waste of time and really a non-option. You're better of planning to conquer Provence by force 100% of the time otherwise you realistically are just setting yourself back 20+ years on doing anything with them.
Yes!
 
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When can/should we expect a Beta release?

Some of these changes/fixes are downright essential and I don't want to put off playing the game for weeks for this release.
The plan the release at the begging of May, due to several platforms and processes involved it's very risky to release earlier. My approach to beta is to provide the program if we have the capacity to address issues reported by the community, else it´s not respectful to the community to release a beta and ignore all the issues encountered. Also, the 1st of May being a day off in most countries doesn´t help. I don´t want to give an exact day to not jinx it
 
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It would be great if the anglois culture can upgrade/use stonehenge
It will be fixed in the next patch
Hey PDX team, love that you're doing some responses in this thread. Could you please fix this bug for the next patch:

https://forum.paradoxplaza.com/forum/threads/eu-iv-0-0-navy-morale-on-all-ships.1563113/ (An old bug beginning from 1.31 [2 years ago], which got new attention from recent post https://forum.paradoxplaza.com/foru...in-general-and-heavies-in-particular.1578521/, but now that heavies are fixed people mistakenly believe that this bug is now also fixed)

And look at these suggestions:


https://forum.paradoxplaza.com/foru...not-for-problem-reports.1578390/post-28883769 (Or my now ancient post on this subject for longer discussion: https://forum.paradoxplaza.com/foru...ian-should-be-in-the-byzantine-group.1519290/)


Thank you for the suggestions, we will look at them but bug fixing is now a priority :)
Also this post: https://forum.paradoxplaza.com/foru...release-event-uses-incorrect-borders.1578592/, which is marked as "In Review" but didn't make it to the patch notes in the original post of this thread.
In Review means our QA is testing it, and the patch notes are not closed. But that particular one will probably be fixed in the future
Are you going to address the problem of unit models' broken colors for a wide array of nations?
Our artists are checking this, but don´t yet know the cause of the issue
thx for the attention. does the suez canal disappearing is in your radar?
We are investigating this, but this won´t be fixed this patch
It´s fixed in the upcoming patch, at least the method described in the bug report doesn´t work anymore
 
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@Pavía but what happen to the performance and the stutters to this 1.35 patch? u didnt add any provinces or any big changes? i was really happy with the 1.34 update and the fixes u did it was so great and top stability and amazing performance and then boom 1.35 feels like im playing on 1.33 ish kinda with some ups and down? the most annoying thing is that this patch its ok but have some ups and down and i cant really find it why but oh well i hope u fix it upcoming weeks the performance :) keep the good work
I want to say that game performance is worse after the Domination DLC. Low fps, lag etc. is back in the menu.

I hope you know that this is an issue and plan to do something about it (soon).
Adding new provinces is one of the things that adds to performance costs, but it's not the only one, as the AI has to do a number of different calculations. So, when we add or tweak features and mechanics, there's always a performance cost involved.

So this is definitely something we'd want to keep working on the following patches (we've already been working on this issue since 1.32), but for 1.32.2 and probably 1.32.3, we want to prioritize stability and bugfixing. So, we'll see, and we'll let you know if/when we achieve more performance improvements.
Is the franconia Brandenburg event being worked on? The negative event fires even when you fullfilled it and got the permanent 25 pp
Yes!
There is a gamebreaking bug as russia where taking land in a war loses you ALL of your crownland.

I think it's because i have all of the government reforms giving negative estate influence, giving me 0 influence for all estates. A single 100% war score war takes my crownland from 100%- 0%. It's unplayable.

I have to either change all of my government reforms to suboptimal ones or cripple my absolutism by filling up on estate privileges to get positive influence.

Might be as simple as reworking the special mission-obtained govt reforms to remove some of the -10% influence modifiers.

Also i noticed that some of the estate privilege modifiers obtained through missions are giving double the 'balance' that they should be. So when you get enforced interfaith modifier removing the influence/absolutism debuff, it negates 20% influence rather than 10. I'm guessing that when the privilege debuffs were halved the same wasn't applied to the missions that remove the debuff.
Thanks for reporting these two issues, they're quite helpful for us, and we're going to tackle them!
Since everyone is doing it: Is the bug preventing the Expand Empire CB to be gained on your radar?
Thread for the bug report: https://forum.paradoxplaza.com/foru...e-the-expand-empire-cb.1578734/#post-28897673
Yes, it's on our radar
I know we have removed that war changes your legalism/mysticism in 1.35 but does it really need to tell you "Declaring war on fellow sunnis will increase our mysticism by 0" every war?
Should be an easy fix, we'll take a look at it.
Any plans to address the mission The Provençal Question, namely the AI decision weight of the event “House of [Root.Monarch.Dynasty.GetName]”?

Right now it seem silly for Provence to have what seems like a 10% chance to join under you (France) in a PU, and a 90% chance to declare a Diplomatic Insult CB war.

I mean, it makes sense that Provence wouldn't want to fall under French rule, but maybe just make them break all of their diplomatic relations with France and give France a Restoration of the Union CB? Then there could be an event for Provence to inherit Lorraine if it falls under a PU, like there is for Hungary and Croatia?

Right now, unless your game repeatedly crashes when they declare war on you, it is nearly impossible to get the PU, which makes the whole option in the mission tree a waste of time and really a non-option. You're better of planning to conquer Provence by force 100% of the time otherwise you realistically are just setting yourself back 20+ years on doing anything with them.
Yes, we're addressing this issue for 1.35.2.
Please just keep it as it is. It's really historically accurate that you can integrate them only when you're centralized yourself (you have 50%+ crownland), and minmaxing players can just seize crownland 4 times and then annex them anyways..... Will AI France now integrate their subjects by 1490s as it had done before 1.35.? If so, then that's really stupid....
This might not be the final status of Appanages, as we may want to do some extra polish on them.
Found two bugs with the Sich Rada interactions:

1. Receive Fleeing Serfs: It tells me that Poland (instead of Zaporizhie) will get 1 Manpower in Charkow (Province is owned by me). If i click the decision (because i thought it was an description bug) >> Nothing happens (Neither me nor Poland get any development).
I tried to take an english screenshot, but whenever i hoover over the interactions in an english version, the game crashes immediatly.

2. Raised Cossacks Hosts: If i click the decision, the game crashes to desktop everytime (even if i start a completly new game).

View attachment 972160
Thanks for these reports, we'll take a look at them.
A few people have mentioned this on other posts. Currently the Brentry achievement is impossible if the HRE is dissolved. Can this be changed? Dissolving the HRE is the optimal play so doesn't make much sense to be locked out of an achievement if you're a good player and playing optimally. You can conquer the whole of Europe or even do a WC but still not get the achievement.
We'll take a look at that.
There's also something about the Sich Rada Interactions that I'm wondering, is it intentional that you only get Infantry regiments now when you raise Raise Cossacks Hosts?
Probably not, so we'll investigate this issue.
Going revolutionary as the ottomans breaks them when they are in decadense mode because there's a certain mission that requires legitimacy but when you're revolutionary you can't get legitimacy because you have rep tradition so the mission and decadense mode become impossible to finish...
Good catch, we'll take a look at it!
tbh the way this whole thing works is kind of weird, because irl Hungary was split into the Kingdom of Hungary and the Kingdom of Eastern Hungary (Well it was also the Kingdom of Hungary but they say eastern to distinguish the two), an Ottoman subject. It's the extant kingdom of Hungary mostly left over in Nitra that Austria got a personal union over. Also is it intentional that some Eyalets the missions outright tell you to do just don't have special names? Hungary doesn't seem to get one, but I saw in the Dev Diary that Transylvania (probably representing the Kingdom of Eastern Hungary) did. The missions just tell you to make an Eyalet out of Hungary though, they don't do anything with Transylvania. It's confusing. Like why was a more "accurate" Eyalet over Transylvania/Eastern Hungary shown in the dev diary with a special name when the mission just gives you a wargoal to make an eyalet out of normal Hungary?

Also pretty sure the name for the Eyalet of Austria when you create it is wrong because it's based on the modern Turkish name for Austria. The Ottoman Turkish name should be Nemçe.

As for colors: I have reported the bug but it's worth noting that the releasable Daimyo do not work with the Japan color thing from "Unify Japan". Hojo, Akamatsu, Mori, and Chosokabe.
Correction on previous statements: If Austria can't take Hungary in a PU they get permanent claims instead and there is an event where Hungary turns into Transylvania and Austria annexes all of its permanent claims. This turns Transylvania into an Eyalet. The problem is that this Transylvania doesn't have the correct name or color.
Thanks for these reports! They're very detailed, we'll do our best to get these issues fixed.
Aragon lacks access to the refined Tercios upgrade (Castillian mission tree), contrary to all other countries that can form Spain. Addition to mission tree would be appreciated, to keep their unique unit viable.
Another good catch, thanks for reporting it!
Thanks for the update! For what it’s worth, I wouldn’t nerf the Janissary disaster too much— while it’s currently clearly far too strong, I’d prefer to find a middle ground between what it is now and the changes listed here. That said, please bring back the 10% discipline! 10% ICA just doesn’t feel worth jumping through all those hoops, even with Western tech.
There will be some rebalancing of this as well, probably the changes for 1.35.2 won't be the last ones.
I think it is critical for you to run multiple ob runs to see how AIs handle the new features/balance changes. This is also referring to any future updates. Many mechanics in fact are non-issue to players other than annoyances, but they absolutely crush AIs, affecting player experience in a very unique way.
We already do! We have a track of AI's performance, and what are our desired results, to make it in the best possible state for release. For instance, we had a braindead Muscovy/Russia in our nightly runs for a couple of weeks while developing this update, until we found a couple of issues that were impacting the country, and we fixed them before the release.
Hello!
Is there a possibility that you will add a map mode with parliament seats? It would help a lot when choosing them, especially in larger countries when you have 10 or more of these parliamentary seats it would be helpful.

It would also be nice to see the Chinese empire and its tributary states in the imperial map mod.

I also noticed when I was scrolling the start date in the menu that, for example, in 1534, the provinces of England are marked as Protestant rather than Anglican. I know that not many people look at it, but I wanted to share this thought with you :) .
It's in our list of possible features to add, when having some time for it.
Eyalet interactions from macro window is bugged.
When declaring wars we should be able to select which eyalets to call into wars like allies. Currently they are all ticket as they will join but but we need to call them one by one from diplomacy. When you have like 10+ eyalets it becomes cumbersome.
Also invasion cb is useless right now. You get huge opinion penalty to your new eyalet. I can simply full annex and release them to avoid -200 negative opinion from ae,war dec... Invasion Cb also prevents named eyalets from forming via event because land is not owned by you.
Thanks for the report, we'll take a look at it!
It's great that you're rolling back some of the changes to Siam's national ideas, though could you reconsider the admin requirement too? 20 seems really, really steep, especially considering how rare the nation is to see as it is. Is there any reason why it was targetted in the first place? Could we get a bit of insight on the thoughts behind it?
We'll probably do some more rebalance of Siam for 1.35.3, yes.
I think others have pointed out that before Aragon or Castile mission trees were unique to culture. So we would be able to culture shift to get the other nation's mission tree once you formed Spain. Now it is locked behind the tag you start as. I don't really see the point of this. Hoping this was not intentional as someone who loves to complete as many mission trees as possible in my campaigns. If it was intentional turn it back, please.

In any case, this DLC and current patch are awesome to play with and I'm enjoying it a lot keep up the good work.
Good suggestion, we'll take it into account, and thanks for your kind words!
Can someone ELI5 why you need to own every province in Ireland to be able to form the UK when it's not even part of the first acts of union decision?
Good question, we'll review this decision as well.
When you complete the mission to annex your vassals as France you lose the ability to get "France strong duchies" witch is fine. But you are also unable to get the regular "Strong duchies" is this intentional?
Probably not, we'll review it.
Saw a bug on reddit where the effect of max absolutism wasn't working as intended. Basically, it increased the effects, but also required you to have more absolutism. I.e. to have 10% max effect of absolutism, you also needed to have 110 absolutism in the first place. Not sure if that's working as intended or if that was an isolated bug.

Haven't played enough to really encounter it, but would really suck the fun out of a run if it'd happened late in my run (currently as Japan).

Also wanted to give props to you guys. Update has been incredible. Big big fan of all the new government reforms. There are so many of them! So many options. Love it. Replayability to the extreme.
Thanks for the report on the max absolutism, we'll take a look at that. And also, thanks a lot for your kind words, it's nice to read these words about the replayability of the game, as that's something we've tried to focus on in the last updates!
 
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Hi, I found a ton of bugs, empty missions in my Ming playthrough, I documented everything here. https://forum.paradoxplaza.com/foru...5-1-bugs-clarification.1579001/#post-28889739

In addition to fixing those bugs/UI issues, I have some suggestions for Ming.
- - -
- - -

Ming can get Tribes Estate, but Yuan/Qing do not, I guess this is balanced that Yuan/Qing get banners. It is ironic that the two foreign Horde dynasties do not get Tribes.

Yuan and Dai Viet do not get EoC Mission Tree. I think this is unfortunate.

Put Ming “Internal” Mission Tree above the "Diplomacy" Mission Tree

Let the Diplomatic/Inwards Perfection route of the Missions be actually completable.

Let the Eunuch Estate have more incentive. Let the use of the Eunuchs actually have benefits instead of just corruption penalty. Similar “trade offs” like Orthodoxy but instead it’s negative Meritocracy/Mandate but for temporary benefits.

Eunuch Corruption scales with Mandate or Celestial Reforms relative to the Age.
If it's Age of Revolutions and you have 0 Celestial Reforms then their corruption will be insane.
If you have low Mandate then their corruption is high, this decreases the higher your Mandate.

Nerf some of the Mission requirement use of Reform Progress.
1. Reform Civil Registration needs 150. (I suggest 100)
2. Examination System needs 250, actually has some really really cool role play content but are locked behind the 250 Reform Progress requirement.(I suggest 150)

Prevent Tributaries from allying your Rivals. My “Historical Friend” via Mission Tree allied my Rival Ottomans. My Relationship, Full Relations, 100 Trust, all should matter.

Give Tributaries a Stability Hit for warring against you or allow a separate peace that only gives status quo Tributary Status for 0 Diplo mana warscore cost(Still need to war them down and occupy provinces.)
All issues will be looked at, however, we are wrapping up the patch, so some of those will have to wait for the next one.
I do wonder indeed.
You have been teasing a few things in the previous diaries.
Might we get a hint in the next diary of the next planned expansion(s) ? :
  • which region do you plan to cover more in depth (I have read Middle East)
  • if you will go back to adding provinces (in some low density regions) given the last dev diary comments about not doing it for savegames compatibility actually not working
  • If EU5 is on your mind as much as it’s in mine ?
Johan prohibited adding new provinces and he didn´t lift the ban, for future projects we will announce them when we will be ready, stay tuned! :)
@Rossarness
There is a bug with England (idk if its exclusive to it)
- but when I am using Autonomous Rebel Suppression, I can't split my army anymore.
it just creates an empty army stack and the splitting window closes instantly.
That should be fixed in next path
@Pavía would this be able to be implemented this patch? It’s a simple fix that will solve the problems with the borked unit model colors.

@Gunthah already found the solution and it should be really simple :)
We will check tommorow, but adding last minute changes backfired on us few times, so we are carefull
 
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Does the wrapping up mean we might get it even before May?

And yes, thank you (you as in whole team) for your efforts both in patching and communicating.
There are processes that happen after changes/content is ready for a patch, have in mind that we release on 4 platforms that support different OS. Also releasing anything requires coordination of a few departments and there is a day off on May 1st. Only with small hotfixes, I do take the risk of releasing very quick
 
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Hello ! In my game as France, I became France revolutionnary but national ideas stay the same :(
That is fixed in upcoming patch :)
Is the massacre of Japan's mission tree intentional or is it a bug? As things stand, Japan doesn't get the claims to Korea, Manchuria and China. Daimyo mission trees(at least Oda's) have those claims and other missions while Japan's doesn't. You're able to stay as the daimyo and get the claims before you form Japan, but that would take too long.

On the other hand, half of the daimyo mission tree is completely inaccesible. View attachment 972956

You need to be Japan in order to complete the Unite Japan quest. And Unite Japan quest is needed to access the bottom half of the mission tree. And of course when you actually form Japan, you get a new mission tree which means you lose access to the daimyo missions. Including the missions that require you to be Japan to complete.

View attachment 972961

So yeah. This annoys me to no end. In this save I waited until I annexed southern Korea before forming Japan, at least to get the claims to all of Korea and some of Manchuria. You are supposed to get more claims but I didn't want to wait. Is this intentional? Is Japan not supposed to get claims now? It seems like a bug and that Japan's mission tree is a bit butchered. At the very least the daimyo mission tree is either outdated or it's bugged, since it's literally not completable as far as I can see.
This is already fixed
It's actually a bug that messed up the colors for a huge variety of models all over the map and not a deliberate change. The exact source of the issue and the solution are both already known. Devs have given no guarantees of whether it will roll out in the next patch though since they need time to test it.
We managed to implement this, unless it causes issues we will have it in the next patch :)
 
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