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Hello everyone! Common Sense and 1.12 have been released, and our expansion sales continue to shatter previous records! With the expansion and patch now out, we're going to shift into a different gear with our dev diaries for a while, talking about other things than upcoming features. Some ideas we've had is to discuss our design process, how we handle feedback from fans, and reflections on different parts of the game and where we want to see them go in the future.

Today, however, we're busy working on a hotfix for 1.12, so I thought I'd tell you about that, and also a bit about why there will always be bugs on release of a new expansion.

Let's deal with the hotfix first. From what we've seen, 1.12 has been a smooth launch for the majority of users, with a low bug count in new features, but there were some serious technical issues on certain hardware setups.

The hotfix is expected to be released today or tomorrow, and at present contains fixes for the following issues:

Hotfix 1.12.1 (AS OF WRITING OF THIS POST, THIS IS NOT YET OUT)
- Fixed a bug where the AI would declare suicidal wars due to incorrectly calculating defensive call acceptance
- Spain can no longer form Andalusia and vice versa (preventing endless nation forming loop for prestige)
- Forts can no longer take control of other provinces with forts (capital, mothballed or otherwise)
- Fixed a bug where the AI would accept concede defeat as the only concession even when they had 100% warscore.
- Fixed a bug where single player games started with the 'Only host can save' setting would be unable to be loaded.
- Fixed a bug where some AIs would constantly mothball and unmothball forts (this could cause serious performance hit on lower end machines as well)
- Fixed a bug where the AI would continously march back and forth between two provinces in a fort's ZoC
- Fixed exploit where you could give away ally's provinces even if not occupied in coalition war.
- Fixed a bug where rebels would spawn at very low morale when there were hostile units in their spawn province.
- Fixed an issue with steam workshop removing supported_version from .mod files
- Fixed an issue where .mod files would be printed with garbled data, resulting in CTD on launch
- Fixed an exploit where you could give away the provinces of your war allies even if they were not occupied (you should only be able to give away your own unoccupied provinces)
- Unit movement lock can no longer be bypassed by issuing another move order.
- Fixed artillery models for several different unit packs to have the correct infantry model accompanying it.
- Lowered cost of diplomatic annexation from 10 to 8 dip points per development (since there's more ways to decrease adm cost)
- Autonomy from diploannexation is now 60 (down from 75)
- Fixes issues using the MacBook trackpad when interacting with the map on OSX.
- Fixed a CTD in AI province conquest weight calculation
- Fixed a CTD related to rebels in uncolonized provinces
- Game no longer crashes when forcing nations with subjects to revoke claims.
- Save games saved in 1.12 no longer cause CTDs in 1.11 (only applies to saves made after this hotfix is applied)
- The '+' key should now increase game speed correctly on US/UK keyboards.
- Fixed issue where foreign Separatists defecting to your country caused your country to act as if it was just released.

Note that we are only considering important fixes and tweaks for hotfixes, so if you have a bug you think should be hotfixed, take a moment and ask yourself whether or not it can wait until the larger bugfixing patch that we'll be releasing later in June.


Why do patches always have bugs?
This is a question we get a lot, along with 'Do you even test your games?', and 'Do you even play your own games?'. The answer is, yes, we play our own games, and yes, we test our games. Loosely calculated, about 2400 man-hours of QA has gone into Common Sense, and before a launch every feature is tested thoroughly. Over the course of the development of 1.12 and Common Sense, approximately 1200 bugs have been fixed by the team.

So why, then, do bugs still get into the release? There are two sides to this, and the first one is math.

As of Tuesday night, we had around 20000 concurrent players. If we assume that those 20000 people each play 2 hours that night, that is 40000 hours of play. In order to have equivalent QA test hours to only 2 hours of play on a release night, we would need a team of 30 full-time QA. Scenarios that only happen once every 10000 games will realistically never happen for our QA, and when you factor in that those 20000 players have 20000 different hardware setups... you can begin to see why things like the game not launching on a single core computer (we do not have a single core computer in QA because they haven't been making them for over half a decade) or the engine upgrade breaking mac trackpads (we did not have a mac trackpad in QA, we now do and will use to test future versions) happen.

That's one side of the coin. The other side of the coin is priority.

It's always our ambition to release new expansions without bugs in the new features, and for this reason we consider newly introduced bugs higher priority than older ones. We haven't always done a great job of this in the past, but 1.12/Common Sense had a much lower bug count in new features than previous expansions. There were however, a couple immediately apparent issues, particularly the fact that movement locking did not work at all. You might reasonably ask yourself how such a thing slipped through QA. The answer: It didn't.

The movement locking bug was introduced in the very last build we made for release, as a result of fixing another bug where ZoCs would create weird movement paths. It was only found after the build was done and smoke tested (smoke testing is basically a thorough 'does the game actually run' test that we do on anything we release to the public). Given that we had no other serious known issues at the time, I made the call that the issue was not serious enough to warrant spending another half a day making a new build and testing that build. QA found the issue, I chose not to fix it because the time spent making a new build could be better spent working on our back log of older bugs, and I figured that we'd have to make a hotfix anyway due to the risk for technical issues appearing with the engine upgrade.

The simple fact of it is that we are probably never going to have a launch that doesn't introduce at least one or two serious technical issues, because we do not, and cannot test the game on the thousands and thousands of different hardware configurations that will be playing the game the moment we set the patch live. The measure of a successful launch, in my book, is not that there are no bugs, but rather that there are no serious bugs which could reasonably have been caught by our internal testing.

Do I expect this explanation to change much? Not really, because I think people like easy explanations, and 'Paradox does not even test their expansions' is a much easier explanation than 'In a complex piece of software you will always have some bugs no matter how much QA you do', 'Fixing bugs can introduce new bugs' and 'Not all bugs are worth grinding development to a halt in order to fix'.

Nonetheless, for those who wish to know, there it is.
 
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Will Princess/Castle achievement fix be part of the hotfix?
 
As a software developper, I know that there are always bugs. The difficulty is most of the time not to correct the bug, but to identify it. And then correcting is usually not too difficult ocne you know the bug exists, and how to reproduce it.

And I agree that the user will ALWAYS try to do something that you didn't expect, because, you know, users are weird... and so go to set up, configuration, string of actions that were not accounted for.

The big strenght of Paradox, IMO (and I have this same opinion since I participate in the beta of Europa Universalis I many years ago) is that you guys really listen to the feedback from the users, and always try to correct what you can (look at the huge list of bugs in the patchnote, and I suppose it doesn't include bugs introduced by new dev, and corrected internally before release).

Finding bug is not an issue. Deciding to postpone some correction due to dev process is also not tood bad, especially if it goes in a "known issues" part of the patch notes. What is bad are serious bugs which are never fixed (like some other studios).

Anyway Wiz, thanks for this dev diary, it's nice to see how you work
 
Will uploading to the Workshop work again after this patch, or is that something you're hitting later this month? What I am referring to is the workshop removing the "supported_version" tags from .mod files, last seen widely in... 1.10?
 
Will uploading to the Workshop work again after this patch, or is that something you're hitting later this month? What I am referring to is the workshop removing the "supported_version" tags from .mod files, last seen widely in... 1.10?
From the OP:

"- Fixed an issue with steam workshop removing supported_version from .mod files"
 
Will uploading to the Workshop work again after this patch, or is that something you're hitting later this month? What I am referring to is the workshop removing the "supported_version" tags from .mod files, last seen widely in... 1.10?

Please read the OP before replying.
 
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It all makes perfect common sense... The only issue I think was neglectful at best was the MacBook trackpad problem - it was obvious, severe, and not exactly only affecting some exotic piece or rare hardware.

Look forward to the patch.
 
Looks good, can wait for the minor fixes at a later date.
 
Not in hotfix, but we're releasing a larger patch later in June that will have +1 diplomat for all rank 2+ countries and +1 free leader for all rank 3+ countries (keep in mind you don't have to have Common Sense to be rank 2).

I'm very sad, because restriction of diplomat and leader indirectly buffed innovative, diplomatic, and aristocratic ideas. Isn't +1 diolomat for all king-rated countries too much for government rank?

How about ressurect unique buildings and allow it only for higher ranked government? Unique buildings which need 500 or 1000 ducat, 100 or more mp and certain level of government + tech level are reasonable for +1 diplomat or +1 leader, I think.
 
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Is the ship has arrived pop up whilst patrolling bug fixed? Also, is trade ship power wad or can we expect that to be increased any time soon? And thanks for stopping the units going back and forth within zoc that was really annoying.
 
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Also, just because it wouldn't be a DD if I didn't tantalize you guys a little bit.

qf8vWEj.png


(We decided to use one of our unused tags for it, since removing tags can't really be done without busting save games anyway.)
 
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Are you looking into the balance of what happens when rebels take a province? Converting a province's religion in one month is neither realistic nor is it very balanced when it takes the player years...

I do understand that finding the right way to handle this is perhaps too big for the scope of a hotfix, but perhaps something small can be done in the mean time, a bit like you're doing with the diploannex cost and resulting autonomy? A +5% missionary strength in provinces converted by rebels?
 
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I'm very sad, because restriction of diplomat and general indirectly buffed innovative, diplomatic, and aristocratic ideas. Isn't +1 diolomat for all king-rated countries too much for government rank?

How about ressurect unique buildings and allow it only for higher ranked government? Unique buildings which need 500 or 1000 ducat, 100 or more mp and certain level of government + tech level are reasonable for +1 diplomat or +1 general, I think.

Or just make give them maintanence of 1 ducat/month like forts have
 
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@Wiz ; is there any plan to change the Italians leaving the Empire event so that Savoy, vassals of Savoy, and the land held by Savoy or vassals of Savoy can remain a part of the Empire, or at least have a very high chance to do so? Savoy wasn't "Italian" in the same way the other states were - the primary language of the aristocracy were French, and Savoyard foreign policy until at least the late 1600s was more heavily orientated towards France, the other Rhineland states, and the Holy Roman Empire than it was towards Italian adventures.
 
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