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

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Hired some merc groundtroops myself, when I double clicked on them before unpausing to see where they spawned the game crashed

Edit: Also you can found a merc enclave by using the Federation fleet, and my federation is able to pump out multiple juggernauts and titans, and federation naval cap doesn't seem to stop me from building ships.

Mercenery ground troops become missing in action on unpause.

thats actualy a feature ... its made in order to give you a timer before actualy having the ground troops and having them spawn in your territory .

could have it be done better ? yep .
 
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Since a patch doesn't seem to be coming forward this week, I decided to roll back to 3.3, but I've found that loading any of my 3.4 save files result in an empty galaxy - even though I don't have Overlord installed, and I cretaed my empire before I even installed the game version (i. e. it's not using any of the new features)

I could load my last 2.8 game just fine though.

I then updated to 3.4 again and could load my 3.4 game just fine, so apparently it's just a lack of backward compatibility and probably not considered a bug.
 
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The situation in your bug report could be caused by your vassal having a mineral shortage; they'd be able to afford the energy for the branch office but not the buildings. I haven't added it because I'm not sure it's a bug, although depending on the branch office output it's getting from the colonies it's opening offices on maybe the AI should be prioritizing using the energy to buy minerals for buildings instead of opening new offices. If you're not playing ironman I'd suggest using console commands to take a look at your vassal's economic situation.
I had a look using console commands at the time of the save file I provided. The vassal has positive income and a stockpile of 2400 minerals, so I do not think a shortage is the issue. Given the value over time that branch offices with buildings provides to a megacorp, I think this adds to the evidence that something isn't functioning correctly when income isn't the limiting factor to at least one building being established in a branch office.

edit*

screenshots of empty branch offices and income of vassal at yr 2271

edit 2* Interestingly, going over the updated main log of issues, this vassal in question has the subterranean origin. Although, it has opened branch offices, just not populated them.
 

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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.)
Not fixed then, apparently:
Code:
    option = {
        name = ancrel.15004.a
        add_modifier = {
            modifier = mask_of_transformation
        }
    }
 
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These bugs are the ones I have encountered in my playthroughs, sadly I do not have an ironman save for these specific events since they have passed. If I encounter them again I will try to upload to the bug forum.
1 Visual bug: Synthetic ascension does not change all the leader's templates. They will sometimes be synthetic but still appear with their biological models.
2 Imperial Fiefdom start does not account for fallen empire location when placing nearby vassals. [Had a game with a friend where another of our overlord's vassals was 1 tile away from xeno iso fallen, permanently at war every 10-20 years with fallen empire.]
3 Imperial Fiefdom, the overlord did not split his empire until around year 80. We had adjusted the tech scaling to gain techs faster if that matters.
4 Request independence: I am not sure if this is intended or a bug, but with the Imperial Fiefdom start there were no modifiers for requesting independence, just the base -50 and +50 with favor.
5 Feudal society civic bug, losing the civic does not cause vassals to lose their monthly loyalty bonus.
5a If you lose then regain the civic then vassals from when you previously had the civic will not lose the 'multiple vassals' loyalty modifier until you adjust their terms.
6 Pledging secret fealty diplomatic option does not work in the same way as the trade deal problem, but it works if the AI empire requests it.
 
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Here's one of the smaller issues and I have no screenshot of it (though I can recreate the situation if need be), but I'll report it nonetheless:

The GC voted to enact the Neutral Defenders resolution, that made it illegal to be at war without an active merc contract.

As expected, a few empires were actually in breach of it. To make my life easier, I voted to repeal it. But lo and behold, the opposition was fierce and coming from empires that were clearly in breach of it. I took a look at their voting weights and I found that their entire voting weight was subjected to a -100% militarist modifier, reducing the final value to 0 (and thus caused them to oppose it) no matter how much reason they had to support the resolution.

That means that militarists will always oppose repealing this resolution, despite having hefty disadvantages from it.

For the list I'd put it that way:

* Ethos modifier may be too strong in some cases (i.e. when voting to repeal a resolution they support due to ethos, but are in breach of), causing certain empires to vote in the GC to their own disadvantage
 
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Bug update 5/16 #2
Calamitous Birth origin Lithoids never colonize nor expand beyond the first outpost. There's a similar issue reported in 2.6.1 https://forum.paradoxplaza.com/foru...birth-not-colonizing-2-6-1-beta-65d2.1357992/ but maybe this bug is a different one or has resurfaced.
Looks like this is the issue:

edit 2* Interestingly, going over the updated main log of issues, this vassal in question has the subterranean origin. Although, it has opened branch offices, just not populated them.
Very interesting. I'm going to assume this is a variant of the same bug that's already on the list for now, and that it just has slightly different effects depending on whether or not you're AI.

100% sure invalid. The game bugged and tells you it's declined, except it isn't. Just look at the agreement page. Your terms would be changed.
Thanks for checking that! I'm removing the [Major] and [Exploit] tags since it's just a notification bug with no mechanical impact.

2 Imperial Fiefdom start does not account for fallen empire location when placing nearby vassals. [Had a game with a friend where another of our overlord's vassals was 1 tile away from xeno iso fallen, permanently at war every 10-20 years with fallen empire.]
Ouch.
3 Imperial Fiefdom, the overlord did not split his empire until around year 80. We had adjusted the tech scaling to gain techs faster if that matters.
The event triggers when the ruler dies, right? If the faster tech allowed them to get techs or traits that extended his lifespan that could've caused this.
4 Request independence: I am not sure if this is intended or a bug, but with the Imperial Fiefdom start there were no modifiers for requesting independence, just the base -50 and +50 with favor.
5 Feudal society civic bug, losing the civic does not cause vassals to lose their monthly loyalty bonus.
5a If you lose then regain the civic then vassals from when you previously had the civic will not lose the 'multiple vassals' loyalty modifier until you adjust their terms.
6 Pledging secret fealty diplomatic option does not work in the same way as the trade deal problem, but it works if the AI empire requests it.

I'm Commander Muray and this is my favorite thread on the Citadel forum.
Happy to help! If there's something I could be doing here to make this thread more useful, please let me know.



Added bugs:
  • [Confirmed] Sometimes the pre-built districts added to a planet by the Superfluous Terraforming Equipment terraforming event will be removed when a planet is colonized. [Report]
  • [Confirmed] Game may crash if you change the destination planet when forcibly resettling multiple pops in a row. [Report]
  • [Confirmed] The Stellar Performance achievement for killing the Stellarite Devourer and making it into a trophy is now unachievable. [Report]
  • [Confirmed] AI federation presidents will delete the federation fleet if they have an alloy shortage, despite the federation fleet not costing them alloy upkeep. [Report]
  • [Confirmed] [Preexisting] Crime reduces the value of Criminal Heritage branch offices. [Report]
  • [Exploit] Devouring Swarm empires have normal diplomacy with mercenary enclaves located in systems they gain ownership of. [Report]
  • Subterranean origin: Killing the Crystalline Bane with orbital bombardment doesn't progress the event, leaving you stuck with the modifier. [Report]
  • Battlewrought construction ships and Arctrellis science ships revert back to the regular versions whenever you research a new tier of a component they use. [No report] [Post] [Post]
  • The Broken Gates archaeological site doesn't remove other archaeology sites in the same system when it destroys the planets they're on. [Report]
  • AI empires with access to special versions of colony ships (e.g. Calimitous Birth, Corporate Dominion, Private Prospectors) can't build any at all. [Report]
    • This seems to be because they're in the ship resource category instead of colonies.
  • [Balance] Militarist AI empires will always oppose repealing the Neutral Defenders resolution, even if they're in breach of it. [Post]
    • [Needs verification] Could possibly apply to other resolutions.
    • Breachable resolutions shouldn't have x0 ai_weight modifiers, except in cases where the modifier is mutually exclusive with being in breach of the resolution.
  • [Needs verification] Synthetic ascension might not change some leader portraits to be robots. [No report] [Post]
  • [Needs verification] Imperial Fief origin empires may spawn neighboring the Militant Isolationists fallen empire, permanently angering them. [No report] [Post]
  • [Needs verification] [QoL] The cost to hire mercenary fleets can exceed resource storage capacity, making them unhirable. [No report]
    • Possibly they should split into two smaller fleets that can be hired individually when this happens.
  • Overlords can't invite subjects as attackers in offensive wars. [Report]
  • The tooltip for the medium Crystal-Infused Plating component displays the Bulwark Battlewrought modifier description instead. [Report]
  • [Preexisting] The Mask of Transformation empire modifier isn't awarded when the archaeology site is completed. [3.3.4]
    • This is because a missing owner scope change in the option to get it causes the event to instead try to apply it to the science ship.
  • [Preexisting] Rogue Servitor empires have access to the Incorporate Artifact Relays planetary decision and Integrated Preservation synchronicity tradition even though they can't have the Coordinator jobs they improve. [3.3.2]
  • [Minor] The ship design name randomizer doesn't work for Hive namelists 1 & 2. [Report]
  • [Minor] [Preexisting] Empires with the Barbaric Despoilers civic can form a Galactic Union federation by not changing the default selection. [2.7.1]
Updated bugs:
  • [Major] [Exploit] [Needs verification] Subjects can decline contract changes for free by letting the proposal expire. [No report] [Post]
    • When a subject lets a contract change proposal expire the overlord gets a notification that it was declined, but the contract changes are still applied. [Post]
  • [Confirmed] [Major?] Under certain conditions Corporate empires are unable to establish branch offices. [Report]
    • AI empire with Subterranean origin is able to open branch offices but can't build branch office buildings. [Report]
  • [Fix in 3.4.3] [Major] [Exploit] Trade deals are sometimes with ongoing payments or effects are automatically ended just after being made because "the subjugation agreement was cancelled" despite no subjugation agreement being involved, unless they're between a subject and their overlord. [Report2] [Report3]
  • [Exploit] Taking the Shared Destiny ascension perk or adding / removing the Feudal Society civic doesn't automatically update your vassal loyalty penalty; the change isn't applied until you change any vassal contract. [Report]
Removed (not a bug):
  • [Needs verification] Mercenary fleets can start charging ship upkeep after the game is reloaded. [Report]
Bugs listed as planned for the impending hotfix in this post are now tagged [Fix in 3.4.3]!
 
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What about this point from the list:
  • AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
Don't see this in the issues list in this post.

Basically, right now the DLC is useless because everybody in the galaxy has "-1000" to my offer to become their subject because of some stupid reason like "Slaving Depots" (fanatic authoritarian + materialist). Their government is imperial... I'm materialist, xenophobe, militarist. I can see 0 reasons why I can't be their subject...

This ethics dependency basically totally ruins the DLC...
 
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What about this point from the list:
  • AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
Don't see this in the issues list in this post.

Basically, right now the DLC is useless because everybody in the galaxy has "-1000" to my offer to become their subject because of some stupid reason like "Slaving Depots" (fanatic authoritarian + materialist). Their government is imperial... I'm materialist, xenophobe, militarist. I can see 0 reasons why I can't be their subject...

This ethics dependency basically totally ruins the DLC...
It wasn't there because never saw any bug reports or anything for the issue. I've now added a few things that were on that list but not this one.

Added bug:
  • Mercenary fleets inherited from integrated subjects can't be dismissed. [Report]
Added another [Exploit] to the trade deal bug:
  • Also exploitable because you still get the opinion boost for offering a favorable trade deal. This seems like it could also be done if trade was working normally, by offering a deal and then removing your ability to pay your end after it's accepted.
 
Looks like this is the issue:
Fun part is that if you have a mod that give ships any cost that is not a special resource or alloys , the AI stop building\upgrading them ; because the modder has to change the AI in order for it to have a budget of the new resource for making that kind of ship (you can see in the file how there are plans for nemesis AP in the mineral budget)
 
I didn’t see the following bug report in that fantastic list on post 1, so mentioning it here:

Starbase modules (gun/missiles/hangars) are not adding to starbase armor/shields as described. Link to bug report here: Link.
 
. . . . . you can disband Merc fleets?!

That seems like a major issue on it's own that needs to be addressed. I cannot replicate it, my "disband" button is not there and it instead says "End contract"

View attachment 839445

Oops my language was unclear. I meant the button to "end contract". It's located at the same place as "disband" so I just assumed it was.


Specialist subjects should not be able to flip to being a protectorate.

What he said ===V

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.
 
Fleets you lend to other empires lose access to your space creature pacification techs / modifiers.
This is considered working as designed, although you may have pacified the fauna, other empires can still remain hostile to them.
Overlords can't invite subjects as attackers in offensive wars.
This is considered working as designed. If you want your subjects to join your offensive wars, that should be part of their agreement.

Mercenary Admirals don't gain leader traits when you ascend the rest of your species.
This is considered working as designed. The mercenaries are no longer part of your empire, and thus do have access to your cybernetic/synthetic/psionic advancements.
 
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This is considered working as designed. The mercenaries are no longer part of your empire, and thus do have access to your cybernetic/synthetic/psionic advancements.

Is the Merc Fleets not having an admiral a bug, or intended? I don't think I've seen it mentioned anywhere, but I'm pretty sure it is a bug, since they frequently have an Admiral for a split second then lose it