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PDX_Per

Community Manager
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Paradox Staff
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Oct 1, 2024
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Hi everyone!

With a mere one day to go before the release of Graveyard of Empires, it is tradition that we provide you with the Release Notes. The usual disclaimer applies; this list is comprehensive, but not necessarily complete. Any items we add will be placed in a separate spoiler underneath the main list. (Checksum: 722d)

Graveyard of Empires

Gameplay
  • British Burma now exists from game start as a British subject
  • Mandatory Palestine now exists from game start as a British subject
  • Jordan now exists from game start as a British subject
  • Kuwait now exists from game start as a British subject
  • Lebanon now exists from game start as a French subject
  • Syria now exists from game start as a French subject
  • Added Burma namelist and oob
  • Removed Prince Henry as leader for Palestine
  • Added new tactics and modifiers for urban combat*
*With this update we want urban combat to progress slower than it has before. Taking a city is intended to be harder than taking a plains province. By making it harder to capture cities we've also provided UI indications for where urban battles occur.
In more details, the small feature consists of the following:
  • Updated map icons for urban combat
  • Special tactics that are only applied in urban combat and for specific unit compositions
  • These new tactics can, in addition to the old modifiers, affect the organisation damage of the attackers/defenders

Balance
  • Siam now joins the Co-Prosperity sphere on historical
  • Added a port in Phuket
  • Added a supply hub in Hat Yai
  • Siam starts with army of Siam spirit
  • Extra shared slots don't get removed when flipping state owners anymore
  • Added railway line to Archangelsk
  • Added some resources in Pakistan area (Peshawar 3 Steel, Baluchistan States 3 Oil)
  • Updated Siams AI to produce more units and streamline production
  • Increased Siams Building slots
UI
  • Reliability and Torpedo upgrades no longer overlap for Torpedo Cruisers

Modding
  • has_artillery_ratio, has_cavalry_ratio and has_unit_type triggers now also consider support units

Bugfixes
  • Fixed a Crash To Desktop (CTD) when loading games with prepared raids
  • Daily Army, Air and Naval XP gain can no longer be negative
  • Prevent a rare Out Of Sync (OOS) related to operative mission names when using different languages
  • Swedish national spirit "Hungersköld" is no longer removed too early
  • The Netherlands can once again Placate the Germans through their Gateway of Europe Decision
  • Without Götterdammerung, there can be only one Fascist Advisor in Belgium
  • Fixed an issue where Germany's Operation Panzerfaust would result in Hungary getting puppeted and having their war reset, resulting in teleported divisions
  • Dutch East Indies no longer starts with only 10% democratic support
  • "Expansion Pass 1: Supporter Pack" is no longer included in save game compatibility checks
  • Fixed a rare random OOS in AI truck production
  • Fixed rare Out of Sync in character name generation
  • Fixed UI crash when rendering items in lists
Performance
  • Ai is now more performant when upgrading equipment
  • Weather updates now are more efficiently parallelized
  • AI plans naval invasion in parallel (drastically reduced spikes on multi-core CPU's)
  • Refactored a number of decision systems to improve performance
  • Optimized AI Diplomacy Calculations
  • Optimized how reinforcements are computed
  • AI is now more performant when selecting which doctrines to upgrade
  • MIO attributes are now computed faster across the board
  • Naval Supremacy is now better parallelized
Some updates to this post today, March 6
  • Added the checksum at the top
  • Added links to Dev Diaries and Feature Videos
  • Added a snippet to try and explain Urban combat a bit more
 
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(reposting from a thread) Hi folks, there's a bunch of stuff going on right now that I would call "extraordinary" and thus we are unable to be as chatty as we usually are. I'm sorry for that. It's known, and I hope we're able to be back to normal soon.

On the point at hand however: we'll take a pass on adding more detail to the changelog items, especially the urban combat changes. The size of the changelog is indeed smaller than most releases - since we have regular war effort updates planned, we have taken the decision to move bugfixes into those in order to ensure the stability of the release. The (perhaps invisible) upside of that is that our next war effort will be chonky. That is a technical term.
 
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"The upside of doing less bugfixes now is that we'll be doing them at a later date" ? That's one hell of a fancy way of saying that bugfixes are further delayed to an indeterminate point in the future.

I understand scepticism, but I’m telling you clearly that we have a large war effort planned for late March or early April (depending on verification).

It also has a clear purpose working this way: we spent more time making a stable release for GoE instead of backlog.
 
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Hello, I'm a Turkish Vaishnava, been to India dozens of times, studied Mughals and Timurids (precisely Akbar's period), and your Mughal path SUCKS. I got 1.5k hours at hoi4 and a modding background, I'm literally begging you to let me fix the path FOR FREE. A good path, satisfying both Turks and Indians would help you saving your reputation for this new DLC.
I expect literally nothing from you. I just can't stand the existence of this abomination.

Sorry to hear that. Could you be more specific as to what you felt could be better/improved?
 
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