[Dev Team] stellaris_test beta branch updated with a ton of new fixes [checksum 555a]

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Jamor

PDS Producer
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Hi all, Jamor here. As promised, we're ready with the latest update to the stellaris_test branch. It includes all the fixes from the previous posts, plus a bunch of new stuff. Try it out over the weekend and let us know how it goes...we'll watch your feedback carefully and continue to push new fixes when we have them.

Checksum is now 555a.

#################################################################
######################### VERSION 2.2.2 ###########################
#################################################################

######################
# 2.2 ‘Le Guin’ Free Features
######################

* Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before
* Improved Nanite Transmutation description for tech/building
* Art Monument has now been revamped into a planetary Decision
* Hive minds will once again have unemployed drones rather than a Scavenger drone job
* Renamed Empire Size to Empire Sprawl, and renamed Administrative Cap to Administrative Capacity (previous wording did not make it clear enough that they are soft caps)

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

* Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step
* Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly
* Ruined arcologies take longer to clear and cost more
* Reduced Gateway cost
* Increased rate at which admirals and ships get XP from suppressing pirates
* Science nerd faction is no longer jealous of the Successor Khanate
* Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
* Mega Art Installation restoration build time increased from 3600 to 4800
* Strategic Coordination Center restoration build time increased from 3600 to 4800
*Strategic Coordination Center effect on naval cap reduced from to 50/100/150, effect on starbase cap reduced from to 2/4/6, and effect on platform capacity reduced to 4/8/12
* Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
* Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels
* Proles know their roles, are less likely to be researchers
* Synthetic Evolution ascension perk now also reduces modify species cost by -50%
* Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15
* Mitigated some Machine Uprising issues slightly

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

* AI now manages to correctly assess budget for building upgrades on planets
* Made sure AI is not blocked from building things that decreases budget deficits if deficit is too large, because you gotta have money to make money, champ
* Scriptable possibility to use parent economic category for AI budgeting. AI now has a single pool for energy upkeep for most things, making it much better at building up its empire
* AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them
* Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle

###################
# Performance
###################

* Fixed performance drop in the resettlement view
* Fixed one source of lag on daily ticks
* Reduced needless daily job related calculations

###################
# UI
###################

* Fixed overlapping GUI elements for Science Nexus Megastructure
* Updated production/upkeep GUI elements in Megastructure view
* Faction issues now display as red or green depending on if the demand is fulfilled rather than if the effect of the issue is positive, negative or neutral
* Fixed so that all decimals of amenities and trade value are shown in the UI

###################
# Modding
###################

* Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope
* Added on_slave_sold_on_market on action

###################
# Bugfixes
###################

* Fixed robot pops being unable to resettle
* Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated
* Caravaneers should not join a colony before it is fully established
* Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...
* Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible
* Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn
* Fixed broken text for Dark Matter deposits
* "Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds
* Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts
* Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires
* Fixed issue with the Artisan troupe dialogue windows not popping up
* Fixed crash when trying to reroute a trade route
* Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops
* Fixed a crash when opening the megastructure build list with a Dyson Sphere you cannot afford at midnight on the Summer Solstice atop Barad-dûr
* Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text
* Fixed a crash when tooltipping power in diplomacy view while not observing as a country
* Fixed duplicate Simplified Chinese ship design names
* Fixed a possible crash when showing event windows
* Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs
* Fixed an OOS at game start when the client is playing in a different language than the host
* Fixed a crash related to extremely long trade routes
* Fixed CTD from trying to update invalid planets
* Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again
* Fixed a missing ship design name for the Caravansary starbase
* The Numistic pops sold by the Numistic Order will now have the same traits as their original owner but the ideal planet class of their buyer
* Fixed Vassalization Wars unhelpfully not creating Vassals
* Subsidiaries can now have branch offices and open branch offices in their overlord's territory. Commercial pact trading is also done automatically just as when in a federation when you're a subsidiary
* Merchants now properly produce Unity for empires with Merchant Guilds civic
* Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log
* Fixed some Governor traits that were wrongly empire-wide in their effect
* Hyperplanes are now correctly colored on OSX
* Drone Megastorage now correctly checks that you are a Machine empire
* No resettlement policy now actually means no resettlment
* Fixed Observation Posts producing no science
* Sector automation now includes hives and nexus
* Technologies for lvl 2 buildings no longer appear before you have the resources to build them
* Fixed the Numistic Order fleet having the wrong name
* Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized
* Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate
* Fixed literally unplayable typo in Cyto-Revitalization Center tooltip
* Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits
* Private Prospectors civic effect description now shows the correct Administrative Cap increase

This is a beta patch on Steam, and the new live version on Paradox Launcher and GOG. We're continuing to work on the performance issues that have been reported, they are proving elusive, but we'll keep at it. Thanks everyone. Have fun.

Please note stellaris_test is an opt-in patch. You have to choose to activate it.

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"
 
Last edited by a moderator:
Go team!
 
* Hive minds will once again have unemployed drones rather than a Scavenger drone job

As a person who has been playing a hive mind this patch. I am extremely thankful for this one, will make knowing how many I can resettle from all my planets just a little easier.
 
Used to be a big downer for me too. But after reading the other stuff… I guess it is at the last third of the to-do list for good reason.
I still have in mind the bug at the release of, I think, the 2.0 with philosopher king not working properly. I am overly attached to my wise Protector. But I know it's not top tier game-breaking bug, but still significant I think. Obsiously they have worse fire to extinguish
 
There’s no real point to any of these fixes until performance gets fixed though really. I don’t mean to so like some standard toxic gamer but I cannot play this game I purchased after 2400. Bug fixes don’t help if I can’t play the game to start with
 
There’s no real point to any of these fixes until performance gets fixed though really. I don’t mean to so like some standard toxic gamer but I cannot play this game I purchased after 2400. Bug fixes don’t help if I can’t play the game to start with

Patch has been updated 11 mins ago. Have you already checked performance of the game?
 
Hi all, Jamor here.

Checksum is now 555a.
Still has the "an election is underway to elect a new <default ruler title>" instead of your custom ruler title? Literally unplayable.
 
Minor thing I've noticed for a while now: In the diplomacy window with an empire you are at war with, in "Sue for Peace" it gives a tooltip to give them energy credits to stop the war. There's no option to actually do that.
 
* Hive minds will once again have unemployed drones rather than a Scavenger drone job
Glorious! Just what I wanted:)

* Science nerd faction is no longer jealous of the Successor Khanate
Even if they're superior?:eek:

* Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
Keep the awesomeness coming!

* Proles know their roles, are less likely to be researchers
They know their place*

* Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle
Wot? Paradox endorses crime ermagerd!:p