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Graveyard of Empires | Release Notes

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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Yeah, I second the opinion on adding all of these puppets as a bad idea. It'll slow down gameplay as the UK because you have more puppets to call in (or refuse). It'll also muck up gameplay as France. I don't understand why this change was deemed necessary. Other than the new Focus Trees, there's not a single change here I care for. Also, what does "Extra shared slots don't get removed when flipping state owners anymore" mean?

I was genuinely looking forward to this DLC, and now I'm not.

IIRC at least the Iraqi focus tree seems to interact with some of the puppets in various ways.
 
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(...)

Could you maybe explain the problem? Saying there is a problem doesn't help people understand what you think is bugged.

Is there a bug report for your issue?
Only @gurufabbes can answer that for sure of course, but it could be the one with the legion condor focus not doing anything:

AirVolunteersBug.jpg
 
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Something doesn't sit right with me.

It may be the weird, sometimes lacking, communication or the unexplained delays, but i have a feeling as if something didn't go as planned behind the scenes.
 
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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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I won't speculate on the extraordinary nature of the things going on, on the off chance that it's actually serious.
Nothing more to do but wait and see.

But I have to say something at least about this gem :
The (perhaps invisible) upside of that is that our next war effort will be chonky. That is a technical term.

"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.
 
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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.
Separating old content bugfixes from new content releases sounds like it'll make the workflow more efficient. Less areas of the game that the devs have to work on simultaneously.
 
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Separating old content bugfixes from new content releases sounds like it'll make the workflow more efficient. Less areas of the game that the devs have to work on simultaneously.

Oh, sure, it makes sense from an organizational point of view. But this team and game have a number of precedents for pushing bugfixes to "later dates" and then going silent about them and not fixing them, or fixing them several years after they were confirmed.

If you have some spare time, I suggest you go to the bug report subforum, filter all the ones that are tagged as "confirmed", and starting by some of the oldest, check of they're still in the game or have been solved or made irrelevant somehow. Go through a couple dozens. It's quite appaling by itself, and that method hides all the replicable bug reports that have not been tagged as confirmed, and all the bugs that have been reported elsewhere.

In other circumstances I would welcome what Arheo just said. but war effort patches were introduced amongst else exactly for that reason - take over the majority of the bugfixing work from the major patches, replace the infrequent bugfix patches, and make bugfixing a more regular occurence. That "we've made the decision to move bugfixes into those" is just hot air, because that's exactly what war efforts have been (or were supposed to be) for now more than 2 years already. I'll let it to everyone's appreciation whether or not war effort have satisfyingly fulfilled their role so far, but in either case, this "decision" basically means business as usual. You could argue that it itends to mean "ALL bugfixes will be moved to war efforts" but evidently not : today's limited patchnote does contain bugfixes, they've not all been moved to dedicated patches.

Long story short, there are far too many precedents for me to buy the "we'll do better soon !". I've heard it before way too many times. I don't believe it anymore. I'll believe it when the actual "chonky" war effort patch comes out and actually delivers.
 
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Separating old content bugfixes from new content releases sounds like it'll make the workflow more efficient. Less areas of the game that the devs have to work on simultaneously.
Or having a custodian team to ensure that older content maintains it's value and keeps new features in mind...
 
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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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You can roll back to an older version or you can also halt the update in steam if you want to finish the game

Ok. It was a testrun. Which opened up a new strategy for me but also showed me that the last DLC will set me back 2 years in game, which I can't make up for. Maybe i can negotiate something with the new nations. Let's see where the lend-lease entry point is. Nothing new gamemechanic came out other than city combat? So I still have 4 hours to watch and test.
 
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.

If you understand scepticism, you also understand that lack of trust can only fixed through actions, not words. I can't "decide" to suddenly trust that sadly. I'll have to wait for the promised facts you're talking about - do release a stable GoE, and then later, do come up with that promised war effort patch.

I know I can sound caustic in some of my judgements, not without reason of course, but there's one thing I want to make clear : nothing would make me more happy than to be proven wrong. I dearly hope that your team will learn from the precedents, release well tested DLCs, and take bugfixing seriously in the future. But I won't be able to trust that it'll be the case until it happens, in part because these issues are longstanding, and hopes have already been dashed in the past.

I hope, at the very least, you don't take it personally - it's not my intention at all.
 
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So we can play as Mandatory Palestine, free ourselves from the British and effectively prevent Israel from beeing created.
Finally, an addon worth buying ;)
 
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So we can play as Mandatory Palestine, free ourselves from the British and effectively prevent Israel from beeing created.

I think so. The only ones who can found Israel are England with a focus. Back then I wasted 100-200k guns on spies and as a fascist I only got a communism Palestine.