HOTFIX #1 PATCH NOTES
Changed the Nightmare red difficulty modifier to be +4 difficulty level so this gives you an additional difficulty point to spend on either a green modifier or disabling another one of the 1 point red modifiers. This should give enough flexibility to still get Prismatic while running the least annoying modifiers to you personally (everyone seems to have different opinions on which they prefer / hate so this new modular system seems to be working well to allow people to have more agency)
Greatly expanded out of bounds trigger zones on all islands so the out of bounds warning should pretty much never pop up accidentally when near a wall anymore and also it should feel a lot less restrictive to move a bit away from the main arena areas now. In general out of bounds warnings should feel much more invisible now and only show up when you are REALLY pushing it
You now get teleported from out of bounds even when an island is over (you only take damage when this happens on an active island) to prevent getting softlocked on distant areas of the map
Made the super narrow Desert and Volcanic horde islands much wider
Made Immortal Snail purple for better visibility especially in the Volcanic biome
Decluttered that one arctic island with a lot of trees running through the middle of the arena
Made better Prismatic reward skin
Darkened the background of the difficulty UI and doubled the opacity of deselected modifiers to make them easier to read
Fixed not being able to navigate the difficulty UI with a controller
Fixed Prismatic medal being in grayscale when viewing weapons in the lobby and on the game over UI
Fixed a one off bug that caused a weapon rank to go into an invalid state: there is now a failsafe to reset it back to bronze
Fixed the “Attempts” stat not being increased as expected
HOTFIX #2 PATCH NOTES
I’ve gotten a great response to this update but also have been reading some very valid feedback mainly around Prismatic modifiers. Ideally the Prismatic grind is fun and some of the modifiers especially at their extremes definitely could feel more unfair than fun. I’ve tried to address all of the worst feeling scenarios in this hotfix without diminishing the satisfaction of overcoming the new mastery curve that Prismatic adds to the game
Immortal Snail can no longer randomly jump at you: this was enjoyable for me during the beta as it created some really unpredictable moments but ultimately losing your entire run due to this feels bad (do note that it can still jump if the “Jumpy Enemies” modifier is active on an island but at least that only lasts for one island rather than the entire run). Also slightly reduced its movement speed to just help smooth out the worst case scenarios of this modifier
Removed the “no more one shot protection” aspect of the No Safety Net modifier: it was just too punishing to get completely one shot by the Immortal Snail at full health. This functionality may come back as a completely optional “orange” modifier in a future update for those looking to add challenge (it won’t influence the difficulty rank)
Countdown difficulty level reduced from +2 to +1 so it is much easier to turn off and not feel like you are forced to run it. Many people rightfully felt like they needed to have it on which took away from the fun of the game for them so reducing the points here makes it much less significant / no longer feel mandatory to earn Prismatic. The Ultra Chaos modifier has been increased from +3 to +4 to compensate (this doesn't change difficulty it just makes sure one less difficulty level will meet the Prismatic threshold)
Initial Countdown timer increased from 45 seconds up to 60 seconds to help smooth out cases where it felt like bad luck would make runs impossible
The Lucky green modifier (+250% chance to find higher rarity loot in chests) cost has been reduced from -3 to -2. This means with the change above you can run it while also turning off Countdown, mimicking the previous True Ultra Chaos experience that players liked in previous updates
Reduced the unlock requirements for ALL green and red modifiers by one medal. This means a modifier that previously required Ruby to unlock will now require Emerald
Fixed the Countdown modifier ticking down time on Crab Island
Fixed some weapons not respecting the new limited loot system and offering mods like Double Shot or Homing Shot even when at 100%
Fixed broken textures on the Immortal Snail and made its shell brown for better contrast / visuals
Made a fix to prevent certain previously unlocked challenges from re-locking when more weapons / achievements are added to the game in the future. These challenges are: Silver, Gold, Sapphire, Emerald, Ruby, Diamond, Prismatic, Gunslinger and Crab Legend. Unfortunately this fix isn’t retroactive so if you have launched the game and lost your previously unlocked Crab Legend skin, this will be the last time you have to unlock it and from then on it will be permanently unlocked even if more challenges / achievements get added and you technically no longer satisfy the unlock requirement
Fixed large enemies getting stuck on trees on the arctic island with the stone spire in the middle
新增:
补全 三层佛塔(八边形)、五层佛塔(八边形)尺寸;
增加 七层佛塔(八边形);
增加 插香炉;
在左下角增加一个临时 指南针;
https://store.steampowered.com/bundle/57802/Incremental_Bundle/
I hope this is the last round of major game breaking bug fixes. I am still working on an issue with the door
animation causing the attack to break.
There was still an issue with entering the throne room after placing the orbs. This has been updated.
The teleportation book was bugged and is now fixed. Upon collecting it in the library you will be able to use the spell to travel around the island. Use A and D keys to scroll left and right to see the locations to travel.
Removed icon floating behind the lighthouse
After placing the fuse the ferry woman would not show up. You had to leave and come back to the lighthouse level. After placing the fuse she will now show up without having to leave the level.
The launch discount ends soon. If you were on the fence, this is your last call to grab Chains on Sand at the intro price.
What’s next
End of this week: small bug-fix update, a new boss, and Steam achievements.
Next big update (about a month): Fencing skill + new weapon rapier, another new boss, balance tweaks, and quality-of-life.
If you prefer to wait, hit Follow/Wishlist and you’ll get an email when the next discount starts.
Thank you
If you’re enjoying the game, a short review helps a lot. It boosts visibility and tells me what to improve.
Back to the arena soon!
Greetings to our ambitious rulers!
At time of writing, Europa Universalis V is less than a day away from it's global release. If you want to get in on the action as soon as possible, you can begin pre-loading the game on steam NOW! Looking to join in on on this final countdown, be sure to check our YouTube Premiere, here:
But don't forget, the best rulers are always well prepared, and well educated, so to help you with this monumental task we're also happy to present the 2nd in our EU5 tutorial series is out now:
AND Our player resources which you can find here:
https://forum.paradoxplaza.com/forum/threads/europa-universalis-v-player-resources.1866446/
These resources will continue to be updated as time goes on.
Remember EU5 Launches 18:00 CET Globally. Our post below has a timezone release map if you're looking for what time that is in your local timezone.
https://store.steampowered.com/news/app/3450310/view/607549182961517153We can't wait to share tomorrow's launch day with you. Always remember:
Be Ambitioushttps://store.steampowered.com/app/3450310/Europa_Universalis_V/









Change List:
UI
Fixed incorrect progress values on the "King" skill
Fixed incorrect progress values on the "Repairing" skill
Fixed incorrect progress values on the "Tool Keeping" skill
Fixed the mission progress bar in family menu overlapping when in grid display mode
Adjusted scaling on the Efficiency Breakdown menu to better fit ultra-wide screens
Tweaked anchoring on Rival interaction menu to better fit ultra-wide screens
Tweaked position of character summary menu to better fit ultra-wide screens
Tweaked anchoring of the family menu to better fit ultra-wide screens
The rate text on the pricing menu now reflects changes from storylines instead of just the base price deviation
Gameplay
Fixed an issue that caused the drought penalty to be an additive +0.9-0.4 instead of a multiplicative x0.9-0.4
Fixed an issue that caused the "Experienced" skill to have an incorrect efficiency modifier
Fixed an issue that caused arrests post-raid/heist to function incorrectly
Fixed an issue that caused the "Doubling Season" skill's unlock check to ignore job specific efficiency modifiers ("One With The Forest", "Crop Rotation", etc.).
Adjusted the stats for the Guard job line to better differentiate it from the Soldier job line
Misc
Updated the Unity version to resolve issue CVE-2025-59489
Fixed a broken link on the "Manor - Resources" page of the guide
Fixed a broken link on the "Risk" page of the guide
Fixed a broken link on the "Having a Manor" page of the guide
Hello everyone!
Thanks for amazing support so far!
We have been reading your feedback carefully, and so we decided to make a change.
To make the game more accessible to everyone during Early Access, we are adjusting our base price from $29,99 to $24,99.
Thanks for helping us get this right!
-HRM Dev Team