Update 1.3.1 Released [checksum f100] - Not For Problem Reports!

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Zoft

Studio Manager @ PDS Green
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Sep 18, 2010
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This is a small hotfix to address some common issues.

Please report any problems in the bug report forum

Click details below to see the changes included.

Changelog
##############################################################
######################## HOTFIX 1.3.1 ########################
##############################################################

###################
# Features
###################

#General
* Fleets that go MIA will now prioritize retreating to spaceports they can repair at or where there are rally points
* Disabling the tutorial now recycles the Advisor's RAM, granting 2 Minerals (once per game)
* Returning MIA fleets will now appear at the edge of the system's gravity well, with an order to orbit a friendly colony queued
* Removed restriction on moving pops in sectors, as it caused some issues with resettlement
* Empires get high intel level in systems with Enclaves they have communications with
* Purging now prevents all population growth

#Diplomacy
* It is no longer possible to offer Non-Aggression Pacts while at war

###################
# Balance
###################

#General
* Scaled spawn chance of the second Enclave station of each type has been doubled, resulting in 24/64/96/100/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Scaled spawn chance of the third Enclave station of each type has been increased, resulting in 18/48/72/96/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Civilian fleets can now emergency FTL much faster than military ones
* Reduced frequency of planets with Stone Age Primitives
* 'Alien Overlords' happiness modifier is now affected by policy happiness modifier

#Diplomacy & War
* Reduced the extra warscore cost for taking Capitals

#Encounters & End Game Crises
* Unbidden Escort ship base evasion reduced from 80 to 20
* Swarm orbital bombards
* Swarm changes bombardment stance
* Swarm only builds stations within borders
* Swarm sends fleet if it's small but can't be merged
* Swarm can now use Full Orbital Bombardment

###################
# AI
###################

#War
* AI no longer uses torpedoes until cruisers are available

#Sector
* Fixed bug causing sectors to destroy empire and planet unique buildings when redevelopment is toggled off
* Fixed a case where sectors would not properly keep pops enslaved
* Sector AI now only builds military stations in systems with colonies, outpost stations and wormhole stations

#Diplomacy
* AI countries who join the League of Non-Aligned Powers will now always stay in it for at least 20 years
* AI will no longer ask you to become their vassal multiple times in a row

#Misc
* Fixed bug causing AI not to build stations
* Fixed bug causing AI to build empire and planet unique buildings just to destroy them a second after
* AI does no longer know that player is building a Spaceport
* Fixed bug that caused AI not to build armies sometimes

###################
# User Interface
###################
* Save game incompatibility is indicated by gray text
* Expansion planner shows colony ship type

###################
# Graphics
###################
* Added new environment for Gaia planet, added new surface tiles for savannah and alpine, and fixed the LUT for alpine and savannah planets
* Stellar Devourer spawn VFX duration reduced to 1 day
* Added missing tech icon for tomb world adaptation

###################
# Bugfixes
###################
* Frontier Hospital technology now properly requires Frontier Health
* Fleets can now attack during warp drive wind-down
* Added missing localization for Kicked from Federation notification text
* Added missing localization for Federation Association Request
* Added missing localization for Federation Association Ended
* Added missing component set for Enigmatic Disruption Field which broke localization
* Display all DLCs enabled by the host for clients in the multiplayer lobby
* Fixed Fallen Empires spamming threats and remove flag effect being shown in tooltips
* Transports now also showing fleet status
* Fixed some events attempting to spawn removed ship designs
* Slaver mandate is no longer valid if the country's policies disallow slavery
* Fixed a bug where Colony Influence Cost would sometimes be too high
* Fixed Alpine and Savannah worlds not counting towards the Habitable Worlds Survey event chain
* Fixed CTD caused by ships trying to shoot at entities that did not exist
* Fixed an issue with a slave faction tooltip
* Fixed CTD when an event timed out without any valid options
* The event window will now properly close when the event times out
* Fixed visual artifacts on pulsar and neutron stars
* Added missing localization for Plantoid 4 name list
* Launcher DLC tab scrollbar appears with correct position and size when content overflows container
* Founder species now changes when no pops of that species exist after gene modification
* No longer possible to generate infinite resources by trading non-existent resources
* No longer possible to trade last resource via multiple trade deals
* Tooltip for sector settings was missing localization
* Fixed bug causing ship designer to choose components that haven't yet been researched by player
* Rebuilding Automated Dreadnought now gives you a ship with the same FTL system you have
* Fixed a bug where robots could sometimes get ethics
* Don't send double notification messages when notifying all communications
* Fixed mapicons showing 100% habitability after building a robot pop
* Colonization orders only cancel if player lacks resources when resources haven't yet been allocated. Canceling colonization order for colony ship built via expansion planner returns allocated resources.
* Special projects in the same option group which time out on the same day no longer get blocked from failing properly
* Fix an Infinity Machine event bug where a Spiritualist empire modifier from the Infinity Machine would be removed from one empire if the Infinity Machine killed a fleet from another empire
* Second Infinity Machine contact event will no longer occur if Infinity Machine is hostile
* Wrong event will no longer fire if fleet is destroyed by Infinity Machine
* Dimensional Horror special project now appears in system view
* DPS calculator and military power now take ship firing speed modifiers into account
* Fixed missing graphics on sanctuary guardians
* Fixed conflicting traits for Kel-Azaan
* Fixed materialist Fallen Empire task not giving opinion boost
* Fixed bug causing wrong player to get removed from federation in multiplayer
* Fixed CTD when using polish or russian on Linux/OSX
* Fixed CTD caused by game not having write privileges to its cache files
 
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Great, thanks!!
 
1. PLS allow PURGING and enslaving in sectors again.
I realy hoped this issue would be fixed in 1.3.1 ; (

Its makes no sense to take those freedoms away from the player and makes it a influence heavy cost
micro hell for players who like to purge.
I mean you allowed >>resettlement<< of pops within sectors in 1.3.0 so we didnt have to put one system out of the sector (for 25 Influence) and then reassign it.

Now we have the same thing to do if we want to purge within a sector.
I dont see the logic behind this ; (



2. Reduce the drastic increased "distance from homeworld" ethic divergence modifier. Fanatic Individualists+X and fanatic spiritualists+collectevists are the only two viable option for larger maps anything else is not viable and cant be played ever again if this modifier isent for example ajusted to scale with map size.

And btw the option to move your capital wont help much as many other stated in the forums.

3. Pls do something against the heavy "Alien Slavery/Alien Slavery" modifiers you sneak patched at some point during the 1.2.X patches (I think 1.2.5?)

Slavery is at the moment a complete useless mechanic with that heavy EMPIRE WIDE modifiers. Any population without the collectivist ehtos in an slaver empire will have -50%-100% happiness (-100% happiness from slavery is not uncommon in an large empire on a huge map with 20+ planets)

With both negative modifiers (a pop with xenophobe/neither collectivist)
You will get up to -200 % happiness
This is just insane and cant be compensated by nothing.

Pls make the slavery mechanic at least playable again. PLS!


Thank you for your work so far and thank you for reading and considering my post.

With best regards
- I am Sovereign
 
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So sectors still use empire resources to build space stuff?

Also there is a bug with income calculation. Had a rebel faction in a sector at 40% which reduced energy income to almost 0.
 
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This is a small hotfix to address some common issues.

* Rebuilding Automated Dreadnought now gives you a ship with the same FTL system you have
[/spoiler]

Will this apply to savegames where you have already rebuilt it? I guess the answer is no, but hopes die last (or until I go on with my game later).
 
Started a new game this morning to take advantage of this. So far nothing extremely odd has occurred.
 
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