[Unofficial] 3.4.5 'Cepheus' Known Issues / Community-maintained bug list - last updated July 19

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Bug update 5/16 #1
Appreciate the effort, I have my own equivalent of this in an internal doc that I've been building over the weekend. Will be using this thread for comparison :)
:)
Hi, I'm new to the forums and I'm facing an issue since the update I'm not seeing being discussed anywhere. Whenever I try to negotiate a vassalage contract with another Empire the game just crashes after 2-3 seconds. I've attempted removing my mods thinking they were the cause, though I'm using only updated mods, but same problem, game keeps crashing.

Has anyone else seen this issue or heard about it? Every time I try to look it up I just find people discussing the issues regarding the vassalazation acceptance, but nothing about the crashes I've been having in 3 different games so far. Any ideas?
I can't say I've seen anything like that. This really sounds like a case where you'd be best served by creating a bug report and attaching your save file for the devs to look at!

Two things i could observate in my actual game are:
1) I can't buy any food from the market anymore. I don't know why, the complete option is missing!
2) From one moment to the other no mercenary enclave in the galaxy can be engaged in diplomacy with. That includes the three i've founded.

Can anyone else confirm this?
1) If you were previously able to buy food from the market this game, but lost the ability to, that's a new bug. Lithoids and Machines normally start the game unable to buy food until they build some farms or hydroponics and make some themselves though.
2) Sounds like this bug:
If you can figure out any information on what might have caused this, or want to add your save file to the report, that would be helpful!

@Imp0815 you may be better served by posting those in the suggestion section.

@RabbaDooDabba @Calvax @MasterOfGrey Added in, but telling me things here is no substitute for creating an actual bug report!

@Silens Already on the list!

Added bugs:
  • [Major] [Needs verification] Save files might become corrupting in some way, resulting in an empty galaxy and a list of "hej hej" policies. [Report]
  • MegaCorps
    • Branch offices in a subject empire are destroyed when the subject becomes independent. [Report]
      • Possibly caused by a script or effect that's supposed to remove overlord holdings also hitting branch offices?
      • Previously listed as an Imperial Fief-specific issue, now moved to a new MegaCorp section.
    • Destroying a Corporate empire doesn't destroy their branch offices. [Report]
  • Mercenaries
    • Mercenary enclaves don't remove the enclave star flag from their system when they're destroyed, preventing a new enclave from being established in the same place. [No report] [Post]
    • Mercenary fleets hired by a Progenitor Hive suffer the no offspring ship penalties, despite it not being possible to have one and not even being Hive-Minded. [Post]
    • [Needs verification] There might be an issue of some kind when mercenary enclaves are founded using ships without components? [No report] [Post]
    • Mercenary Admirals don't gain leader traits when you ascend the rest of your species. [Report]
    • [QoL] Mercenary fleets don't give you the option to extend their contract just before it ends. [No report] [Post]
  • AI Behavior
    • Sectors released as Necrophage vassals may destroy their own Chambers of Elevation during the transfer. [Report]
    • Gestalt AIs prefer having dozens of unemployed drones to allowing more than the bare minimum of Maintenance Drones. [Report]
    • [Preexisting] The AI seems to greatly overvalue Gene Clinics buildings, compared to player consensus that they aren't very good. [No report]
    • [Preexisting] The AI chooses slavery types exclusively based on species traits, which can cause it to crash its economy if it doesn't find species it wants to put in Indentured Servitude and runs out of pops to work specialist jobs. [Report]
    • [Needs verification] The AI empires generated by the Imperial Fief origin seem to overvalue diplomatic agreements compared to early-game expansion when choosing how to spend their influence. [Report]
  • Game menu may play Nemesis music instead of Overlord music. [Report]
  • There seem to be some issues involving namelists, including for ship and war names.
  • The Manifesti faction doesn't use their new faction symbol because it isn't defined in icons.gfx. [Report]
  • [Needs verification] Under certain conditions(?) protectorates lose the research speed bonus they're supposed to get on techs their overlord already has. [Report2]
  • Under certain circumstances newly grown pops will promote into a specialist job already being worked by an identical pop, resulting in an unemployed specialist. [Report] [Report2]
    • [Needs verification] Possibly related to the Repugnant trait and amenities-producing jobs?
  • [QoL] Fleets no longer tell you their estimated arrival time. [Report]
  • [QoL] Tech cards for Orbital Ring buildings say "Unlocks Starbase Building:" instead of "Unlocks Orbital Ring Building:" which while technically true is a bit confusing. [Report]
  • [Balance] The army power required to slow rebellion situation progress is static instead of scaling with planet population size, which can feel bizarre when you need dozens of armies to suppress three or four pops. [No report]
Paradox should hire you to be one of their QA Leads.
Unfortunately I think I live in the wrong country to apply.

If anyone wants to look at ancrel.15005 in ancient_relics_arcsite_events_2.txt and see if the Mask of Transformation archaeology site is still failing to give its pseudo-relic empire modifier, I'd appreciate it. It should have something like

Code:
option = {
        name = ancrel.15004.a
        owner = { add_modifier = { modifier = mask_of_transformation } }
}
instead of
Code:
option = {
        name = ancrel.15004.a
        add_modifier = { modifier = mask_of_transformation }
}
if it's been fixed. (Adding in the owner scope change so it doesn't try to give the modifier to the science ship.)
 
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Another issue I've noticed is that Mercenary fleets will often be missing their admiral. The admiral will intermittently be assigned and unassigned at randome.

I'm not at my computer, otherwise I'd submit a proper report.
 
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Another issue I've noticed is that Mercenary fleets will often be missing their admiral. The admiral will intermittently be assigned and unassigned at randome.

I'm not at my computer, otherwise I'd submit a proper report.
I thought even they don't have a admiral at all? I've seen that one last time by creating the enclave. All fleets never have one, at least in my games until now.
 
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I thought even they don't have a admiral at all? I've seen that one last time by creating the enclave. All fleets never have one, at least in my games until now.
In my games it works as I said. Sometimes they'll have an admiral, sometimes they won't. I few things tell me that they're intended to:

  1. You can't assign your own admiral to Mercenary fleets.
  2. Mercenary enclaves state that fleets come with their own admiral.
  3. There is a special Mercenary admiral trait.
 
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Arctrellis class science ships upgrade away from the class to a normal science ship when one of its modules update for example if you research an upgrade to armor the ship will change to a regular ship and lose its special values.

Provided is an image before completing research on armor.
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The following is an image from after.
20220515204243_1.jpg


To repeat the bug build a scholarium research ship then research a new level for any of its modules from engines to shields.
 
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Ah, so that's why I had so few Arctrellises! As you have the document to back it up, could you post this in Bug Reports, and also link your post to my post where I was having issues on Science Ships/Arctrellises (also posted earlier today) so that your post also gets seen by anyone who sees mine, increasing the chance that they find or link over to your more researched post?
 
Great work!

A couple on Mercs I've not reported.
1) The contacts list will quickly bloat with various Merc companies with no way to sort it from other enclaves.
2) There's no indication of who's hired a Merc company.
3) if you hire Mercs and then disband the fleet they'll claim their already hired despite sitting at home.

About vassals:
1) if someone close to a protectorate becomes a specialized vassal but then flips to protectorate, they retain their subsidies and erase all other effects.
 
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Specialist subjects should not be able to flip to being a protectorate.
The problem is not the finished specialist subject. It is the converting one. If it is on the brink between vassal and protectorate it flips back at the wrong moment. Actually it's really hard for a protectorate to catch up to become a vassal even with a lot of subsidies. The old protectorate was in that case far better. As soon the protectorate became powerfull enough to be a vassal it switched never back if i remember correct.
 
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  • [Confirmed] [Major] [Exploit] Status quos that are supposed to create a new empire from occupied systems (e.g. in liberation and subjugation wars) instead create a new empire from all the unoccupied systems (plus the capital if occupied). [Report1] [Report2]

Every time I've seen this, and in at least some of the reports on reddit, then the occupied systems that become an independent empire have their ethics changed to match that of the attacking empire they just lost to.

I'm unsure if this is important to the devs. in solving the issue, but thought it worth mentioning in case it helps.
 
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I’ve had a bug where after you integrate a vassal if they had a mercenary fleet hired you can’t end the contract and the only way I was able to get rid of them was by suiciding the fleet into a leviathan
 
You didn't seem to include that multi resource defaults payout incorrectly on the non-default triggering resource
eg 1000 food and then 7500 alloys and 15000 minerals as an example.
Also didn't include that the defaulting window can just not be closed to avoid getting the penalties or to double up on the default payouts.
 
i will try to recreate a bug that i found.

i was member of a federation with the empire spawned of the advanced united nations of earth ( from the commonwealth of man existing) .

at one point i changed the federation law to keep the president as the stronger of the federation , they were the stronger , but i was president at the time so i had the federation fleet .

apart from the fact that the federation fleet had 16 titans inside , as soon as the AI took presidency , they deleted ALL theyr fleet and the federation fleet , then rebuilded evrything.

i'm trying to recreate it .

meanwhile , i should report this too ..
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i'm not sure if its purely graphical, or a intel bug .. something is very wrong here.
 
i recreated it , reloading the save seems to interrupt the AI from doing it.

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In my games it works as I said. Sometimes they'll have an admiral, sometimes they won't. I few things tell me that they're intended to:

  1. You can't assign your own admiral to Mercenary fleets.
  2. Mercenary enclaves state that fleets come with their own admiral.
  3. There is a special Mercenary admiral trait.

Wait all your Merc Fleets ALWAYS have Admirals?
 
I ran into a minor text issue which I hope someone can test on a non-mod game.

1652696291273.png


The tooltip for kicking/appointing Council members (with an Imperium declared and By Appointment has been passed) says you have not enough Unity, when it should really be saying you have not enough Influence, when you don't have the 100 Influence to do this.

I'm not sure if it's a mod conflict (I don't think I have any mods that change resource requirements for anything) but it would be great to clear up the confusion if this is happening without mods.