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Europa Universalis IV - Development Diary 23rd of May 2023 - 1.35.3 known issues and the road to 1.35.4

Hello everyone! I’m Kuba, Release Engineer & Interim QA Coordinator here at Paradox Tinto and today I’d like to talk about some known issues and our plan for upcoming weeks.

After making 1.35.2 and following the hotfix, we addressed most of the pressing issues that could negatively impact your gameplay and could be prepared and tested in the time we had available. That being said, we are not yet done with improvements and bug fixing, as there are issues that are brought up by the community in the forums as well as discovered by our internal testing. The following list is the Known Issues to let you know that we are actively working on fixing these.

  1. Issues regarding the canals, that that makes them disappear or not appear at all
  2. Issues with missing Expand Empire Casus Belli
  3. Further fixes for the events of the Chinese floods
  4. Issues related to Taking land in war result in losing all crownland

Also, we are preparing for other less prominent issues, which are nevertheless important to us. Some examples would be:

  1. France has access to Strong Duchies after integrating all their Appanages
  2. Issues with Land of the Christian Sun reform for Republic / Theocratic Japan
  3. Siam’s Ideas Rebalance
  4. Fixes in the game translations
  5. Around 100 more upcoming bug fixes like those!

Those examples were chosen to give you an idea of what kind of issues we will be fixing in this patch as well. As you probably noticed I mentioned weeks instead of days, which means the next patch which will be 1.35.4 will come out probably next month, as we want to properly test all changes, especially the balance changes, so we need more time to do it.

We will be monitoring all the bug reports and social media for other issues as well to ensure that our focus is on the bugs that are annoying our community the most. While I cannot promise any particular fix at this point, we will attempt to prioritize and fix as many as we can.

This also means that we won't be posting new development diaries soon, but we will keep the communication open to keep you all informed of our intentions and plans.
 
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Thank you. At this point, I literally can't play a single round of EU4 without becoming HRE emperor, and missing the expand empire CB really hurts once the reformation starts :D
 
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Any chance of taking a look at the Ottoman disaster and removing the RNG dependant requirements in Reign of Women/The Persia requirement in End the Eyalet Rebellions?
 
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This is a bit off topic of bugs, but I think a lot of people have issues with (recent and past) nations color changes. Color of a country is in the country file that editing disables ironman. This is just a visual change so this is weird that it changes the check sum.

Maybe that would be a good idea to add option to mod country color without affecting ironman?

Imagine everyone could have Fars in their favourite color
 
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A whole month you can't fix a f* game breaking bug, that will ruin every EoC campaign (unless you don't do the EoC missions) and thus one of the "selling points" - reworked EoC is now not a thing. (Actually 2, if we also count Ming mission tree)
Still no release date for patch. "Probably next month" it can be 30 June. It seems only one person are currently fixing AND TESTING all the bugs.
 
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Hey! First of all Thank you for updating us and informing us about the planned road map!

Now I have two things I want to say:

The First thing is about Brandenburg and the 'Disaster in Franconia' Event:
The 1.32.2 Patch notes say

- Fixed an issue that fired the failure event for the conquest of Franconia for Domination's Brandenburg mission
However the Fix was not shipped with the 1.32.2/1.32.3 patch. The event "Disaster in Franconia" will still fire even if the mission was completed in time.
--> was fixed but in a different way from what I expected, when I looked at the game files.

My second thing is Regarding force limits and slider mechanics (especially Statists vs Orangists):

Having more "long-term" modifiers like the force limits attached to mechanics that can rapidly change is not optimal as it creates additional hassle for the player.

Example: Playing as the Netherlands and going from Orangists to Statists in power you suddenly loose +25% Land Force Limit.
  • This can put a sudden strain on your economy without giving any warning
  • Worst case scenario: You were at full force limit with Orangists in power and have no further force limit modifiers. This would lead to your land maintenance to increase by 50% in an instance.

Suggestion: Rework the Statists vs Orangists Slider modifers to something else:
  • Statists: Instead of +10% Naval force limit and +5% Global trade power
    --> +15% Trade steering and +10% Global trade power
    Orangists: Instead of +25% Land force limit and -10% Stab Cost for Orangist
    --> +15% Morale of armies; +1 Diplomatic reputation
 
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I understand that bugfix and polishing is no easy task. It requires time, and I wish to thank the team for their continuous efforts to improve this amazing game and communication with the community. However, knowing that I'll at least have to wait another week to FINALLY get access to a stable version of 1.35 is soul-crushing. Especially for someone who has followed most of the dev diaries and pre-ordered the game without hesitation. Should I have known I couldn't play any proper HRE, Castile or China campaign, I will not buy it. I will think about whether I will support the next dlc if the hotfix comes in such efficiency.
 
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This is a bit off topic of bugs, but I think a lot of people have issues with (recent and past) nations color changes. Color of a country is in the country file that editing disables ironman. This is just a visual change so this is weird that it changes the check sum.

Maybe that would be a good idea to add option to mod country color without affecting ironman?

Imagine everyone could have Fars in their favourite color
This will never be allowed to happen!
 
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However the Fix was not shipped with the 1.32.2/1.32.3 patch. The event "Disaster in Franconia" will still fire even if the mission was completed in time.
This is not true. I've done a Brandenburg campaign completing it in time and the disaster did not happen. I also just tested killing the starter ruler and getting the PUs, clicking the challenge mission, then the next day integrating Franconia with console commands in 1444, and now by 1450 nothing happened again.

I'm about to test what happens when you get the Ansbach PU and NOT click the mission immediately, because I'm assuming the timer starts when your ruler died, regardless if you clicked the challenge or not, and that's probably why you are not being successful: counting 5 years from clicking the challenge rather than ruler's death.
 
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I understand that bugfix and polishing is no easy task. It requires time, and I wish to thank the team for their continuous efforts to improve this amazing game and communication with the community. However, knowing that I'll at least have to wait another week to FINALLY get access to a stable version of 1.35 is soul-crushing. Especially for someone who has followed most of the dev diaries and pre-ordered the game without hesitation. Should I have known I couldn't play any proper HRE, Castile or China campaign, I will not buy it. I will think about whether I will support the next dlc if the hotfix comes in such efficiency.
yes you should have known. common knowledge it takes them months to roll out a stable patch after major updates.
 
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Can you add a mission tree path or national decision for Burgundy to buy Gelre? Similar to England buying Shetland and Faroe Islands. This would help keep the Low Countries more together.
 
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Can you add a mission tree path or national decision for Burgundy to buy Gelre? Similar to England buying Shetland and Faroe Islands. This would help keep the Low Countries more together.
There is a mod (Dei Gratia) that has that modeled rather well. Alas the mod is for 1.32.
 
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Can you make AI Ottomans actually turn the Mamluks into an eyalet instead of just taking their land directly like they used to?

It's not that difficult, I have almost no experience with coding and managed to fix it.

Code:
country_event = {
    id = flavor_tur.240
    title = flavor_tur.240.t
    desc = flavor_tur.240.desc
    picture = COUNTRY_COLLAPSE_eventPicture
    fire_only_once = yes
    major = yes
    is_triggered_only = yes
    trigger = {
        has_dlc = "Domination"
        tag = TUR
        exists = MAM
        FROM = {
            is_capital = yes
            owner = {
                tag = MAM
            }
        }
        is_in_war = {
            casus_belli = cb_ottoman_invasion
            attacker_leader = TUR
            defender_leader = MAM
        }
    }

    option = {
        name = flavor_tur.240.a
        custom_tooltip = flavor_tur.240.a.tt
        set_country_flag = tur_decided_to_go_eyalet
        add_war_exhaustion = -2
        add_prestige = 20
        MAM = {
            country_event = {
                id = flavor_tur.241
            }
        }
        ai_chance = {
            factor = 1
        }
    }

    option = {
        name = flavor_tur.240.b
        custom_tooltip = flavor_tur.240.b.tt
        add_war_exhaustion = -2
        add_prestige = 20
        MAM = {
            country_event = {
                id = flavor_tur.241
            }
        }
        add_country_modifier = {
            name = tur_egyptian_annexation
            duration = 7300
        }
        ai_chance = {
            factor = 0
        }
    }
}

I literally just swapped around the 0 and 1 factors in the "ai_chance" sections
 
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