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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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Wizzington

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Thanks. What would you prefer personally? If we have a suggestion, should we post it in the sub-forum or in the main one? Asking because first is probably the way it was designed for but for the second the chances to get a remark/comment from the devs (even if it's a disagreement) are much higher.

Sub-forum. The reason I don't reply is because it simply takes too much time, not because I prefer such threads to clutter up main forum.

Most suggestion threads in main forum don't get commented on either, the exception being the ones that generate a lot of replies. Same with ones that generate a lot of replies in sub-forum.
 
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Wizzington

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Wizzington

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None of us expected a bug free launch but things like AI declaring suicidal wars and annexing many provinces at once that will surely get them in a coalition happens all the time and should have been caught by the QA right away.

It was, but suicidal AI is honestly not a very high prio issue and as for annexing many provinces as once, that's not even really a bug. We hotfixed suicidal AI because we were doing a hotfix anyway, I chose not to prioritize it before launch.
 
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Wizzington

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After playing this game for a lot of hours and reading the forums, I see the need for a clarification on how the game is intended to be played. A lot of people will have an objective and run with it and not play until 1821. For the people who did play a complete game, the goal was, commonly, world conquest (yes there are other reasons too, I am, and have to generalize).

What needs to be clarified is this: Is this game intended for people who desire to perform a world conquest?

Only a tiny tiny TINY percentage of games ever resulted in world conquest.
 
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echolot

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Could you and your collegues leave a Helpful, Agree or Disagree. Then we know that some developer did read it.
Absolutely agree. It is ok that devs don't post a comment for every suggestion being made here or in the sub-forum. But even a small click on agree/disagree/helpful would be enourmosly helpful for the fans. Also positive for the motivation, because we know that our suggestions aren't ignored.
 
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Falc

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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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Wizzington

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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.

Savoyard relations with Austria was more an alliance of convenience than anything. They still weren't integrated into the HRE in terms of administration and legal code.
 
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Wizzington

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Wiz, thanks for this thread, but: will the cavalry units be fixed in the future? I like to have my cossacks as Russia and unique cav as Ottomans, I paid for it.

Yes, will be fixed.
 
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ZangoZett

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Through modding, but that was actually just meant to say 3.

What Wiz meant to say was that the Rank 4 government type, Imperium of Man, is only available once you have cored 100% of all development on the planet, and gives you the title of "Emperor of Man" as well as giving you Ryuukan traditions and ideas.
 
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Hm...while Wiz doesn't tell me anything I didn't knew already I think it's good that he summarized it for the people who didn't know (or didn't care to think about) the reasons bugs happen after major releases with major gameplay changes. And admittedly, aside from the Separatist bug there weren't any game-breaking bugs in this release. So good job this time, Paradox. Keep up the good work!

...But we all know that the higher QA this time is all thanks to Jake. ;)
 
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Wizzington

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Yeah, the AI not knowing that it needs to siege the forts first is a pretty big flaw in the new fort system, hopefully that's high on the devs' list.

It *should* be fixed because I believe it was the same bug as wandering back and forth between two provinces, but I can't be 100% sure. Haven't been able to repro it internally since, at any rate.
 
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IFWanderer

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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).
Byz buff?;)
 
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Cymsdale

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Isn't that the minimum requirement from the original release? Maybe the recommendation should be updated, but with all the DLC/expansions (esp. the map/tag increases) it seems a stretch to assert that the game should be expected to run on the same minimum platform.

I've never considered minimal requirements to be that useful for any game ever. They are typically "this game will open at these specs (maybe), but it will run like ass."

Developers should just stick to recommended specs only and people below that should judge for themselves the risk. A little below recommended? Probably will run a bit slow, but playable. Two generations below? Don't even bother.
 
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ForzaA

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@Wiz
What are your severity levels for your bugs? How do you determine what need to be fixed first?

What we use at my work place for a general guideline (and i paraphrase) is the following:

Critical: a key feature is broken, there is no workaround, and it is being seen by the customer.
Major: a key feature is broken, but there is a workaround, and is being seen by the customer.
Minor: a minor cosmetic problem, a minor feature is broken, or other issues that are unseen by customer.
That's actually fairly close to our definitions in terms of severity.

Priority then is a function of severity, visibility, prevalence, and time it would cost to fix.
 
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grommile

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You guys didn't fix that big issue.

'supported_version' line disappears when I upload a mod Steam Workshop. And subscriber/player can't play with mod, because it's grayed out.

Please help.
They haven't released the hotfix yet.
 
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Krajzen

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They haven't released the hotfix yet.

xlea2ug.png
 
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Giacomo1405

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actually the rebel things may have the positive effect of making you want to build forts to protect your inner provinces and not limiting yourself to a maginot-line defense limited to your border... because the defense of the border line is not something that was done and actually forts were used to control both enemies and rebels...

so the rebels forcing you to keep forts in your interior is actually not bad at all.
 
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