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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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I doubt it's impossible even now. One tag perhaps, but even there I suspect someone will find a way.
 
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I wrote this in r/eu4 as well:

1.12 really changed the game quite alot. Some people don't like it, some do.
Would it be possible to accommodate both parties by having a launcher option to revert to 1.11 (probably without common sense support)?

I would LOVE that. It seems to be a trivial thing to do and as this patch is the most game chaning patch you have ever released, it would make sense to do it. If we got nostalgic towards 1.11 and the old system without forts and all the balance changes we could just check a box and play 1.11 again instead of ranting about change on the forums.
It is not in the launcher but game properties -> betas has the final versions all the way back to 1.4
 
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Ricox

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Please, Wiz or johan, could you answer if the rebel situation will be changed? Are zealots still going to be occupying provinces before any army can fight them due to non-existence of forts in most provinces? And the rest of the rebels? Seems like a bit ridiculous to me that a zealot army can force-convert a province within a mere month, especially in a large country where troop movements take ages (Russia seems like a really bad country to play right now).
 
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Darkhymn

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Excellent explanation. Frankly, these games have been some of the most stable, serious bug free ones that I've ever played. Considering the frequency of updates and the sheer - ever expanding - complexity of these games, that's a feat right out the gate. Keep up the good work.
 
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They should either remove "effect on siege completion" from rebels (thus requiring you to either accept their demands or for them to enforce them for you to receive the penalties) or make it require a province to have been controlled by rebels for more than X amount of time.
 
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Looking good!
 
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Insentient

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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.

I for one am very much interested in the future plans for EU IV, because since the AoW expansion the game is going in a direction I very much appreciate. Glad to see you're willing to share some insights on that account.
 
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Paul31264

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I've been holding off on playing 1.12 until now, since I was waiting for the inevitable hotfix, but now that the suicidal AI and the bug with rebels resetting your country have been fixed, I'm looking forward to playing it!
 
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DicRoNero

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Great, I knew you actually listen to your playerbase.

Given how bonuses are stacked, dip annexing cost going to 8 from 10 is a lot! This will probably remedy the most crucial complaints.
 
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Lee Saxon

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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.

Great news! I'm really glad to see that fixed. I'm also really glad 1.12 finally fixed how readily the AI would abandon high-progress sieges. Now if you could just make vassals and junior war partners a little more likely to follow objectives...
 
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I agree here but I think there have been instances where questioning the quality of your QA was legitimate imo. Notably the infamous revolt risk modifiers in Rajas of India; it shouldn't take 10,000 hours to notice the problem there. Though I guess the problem was also that it took weeks before a hotfix was released.

Also you say you don't have a single-core machine in QA, fair enough. But then how can you give a Pentium IV as the game's minimum requirement if you're not even trying to run it on a Pentium IV? I get it's not a big deal here; the game not launching on a single-core CPU is just a bug. But when there's stuff like RoI where people who met the requirements couldn't play simply because the game would require too much RAM, I think that investing in a minimum requirements rig might be a good idea.
 
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