[UPDATED] Update 1.3.2 BETA is now available! [checksum 2620] - Not For Problem Reports!

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Hericage

Paradox Dev Team
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Aug 9, 2012
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This is a small hotfix to address some common issues.

Please report any problems in the bug report forum

In order to play with this update you need to opt in to the 1.3.2_beta on Steam
( Right click Stellaris in your steam library -> Properties -> Betas -> Select "1.3.2_beta" in the drop down list )


Click details below to see the changes included.

##############################################################
######################## HOTFIX 1.3.2 ########################
##############################################################

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

#General
* Particle Lance damage increased from 74-213 to 144-273
* Tachyon Lance damage increased from 85-232 to 169-331
* Arc Emitter damage increased from 1-170 to 1-184
* Focused Arc Emitter damage increased from 1-190 to 1-221
* Mega Cannon damage increased from 111-249 to 92-300
* Giga Cannon damage increased from 133-265 to 121-350
* Shield Capacitors now increase shield regeneration by +50% instead of a fixed +15.0

# Guardians
* Infinity Machine rewards are now distributed more even-handedly
* Now possible to get the best result for helping Infinity Machine regardless of ethos

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

#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries.

#Sector
* Fixed some more cases of Sector AI removing +happiness buildings from planets.
* Fixed a budgeting issue that was causing sectors to sometimes not build buildings when space construction was toggled on.

#Diplomacy
* Fixed an issue where AI would guarantee and then almost immediately revoke their guarantee towards a nation they are protective of.
* Fixed an issue where the 'Wary' and 'Receptive' attitudes would sometimes not be used.
* AIs that are in Federations are now more likely to stay neutral during the War in Heaven.
* Slowed down AI requests for federation membership/association status to cut down on message spam.

#Misc
* Fixed a bug where AI would not rebuild depleted navies while at war because it prioritized armies first.
* Fixed a bug where AI was not budgeting for buildings and colonies in some circumstances in early game.

###################
# Bugfixes
###################
* Pops working on guardian buildings no longer appear unemployed.
* No longer possible to guarantee an empire while at war with them.
* Fixed missing localisation key FEDERATION_ACCEPTANCE_FACTOR
* Fixed a bug where the Non-Aligned League winning the War in Heaven could result in endless event spam.
* Enclave governments now get a new ruler when the first one dies.
* Non-playable countries can no longer win the game
* Fixed an issue where Awakened Empire subjects would not join the War in Heaven if they became a subject before it started.
* Fixed a case where declared wars would become invalid due to attackers' subjects guaranteeing the target.
* Fixed an issue where some Awakened Empires would have their 'crisis fighter' AI kick in during a War in Heaven.
* Fixed some cases where Diplomatic Incident events were firing inappropriately
* Infinity Machine interaction events should no longer fire if the Infinity Machine has been destroyed
* Fixed Enigmatic Fortress event chain not reacting appropriately when special projects time out
* Fixed Drake Egg Incubation project not timing out properly
* Fixed Infinity Machine destruction event triggering after destroying non-Infinity Machine fleets in some circumstances
* Fixed Terraforming achievement not working.
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs.
* Fixed CTD that could happen when building tooltip for relative power in the diplomacy screen
* Fixed rare CTD that could happen when changing policies.
* Fixed rare CTD related to anomalies.
* Fixed CTD when completing a certain Special Project.


----- Edit November 8th -----
We've released an update to the 1.3.2_beta branch.
New checksum: 2620
###################
# Bugfixes
###################
* Fixed a bug where if any player tried to leave a federation, instead of the player leaving the first federation member would leave.
* Fixed auto generated ship designs getting wrong combat computers.
* Ships and weapon components targeting logic now correctly accounts for evasion.
* Fixed armor absorbing too much damage if the ship also had shields left.
 
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Just tested out the combat computer issue. I have a cruiser that I designed and manually chose the Cruiser Precog Interface. I then click Auto-complete and it somehow ends up with a Destroyer Precog Interface. This is presumably happening to the AI as well, causing all kinds of havoc.

Probably one of the worst bugs to date simply because it completely messes up the intended combat functionality of ship roles.
 
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How on earth did they leave the auto complete computer issues out?

Probably because the patch is on beta (not really finish) but they prefer to make it public before a weekend for feedback (and at least for me, probably is better to play the beta than 1.3.1 this weekend :) )
 
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How on earth did they leave the auto complete computer issues out?

It *might* be a non-trivial fix. From a high level perspective, it should be quite simple, but they may have coded the slots in such a way that it isn't easy to also add an additional class check. (Although I admit I find that unlikely.)
 
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This is a small hotfix to address some common issues.

* Shield Capacitors now increase shield regeneration by +50% instead of a fixed +15.0

How is this calculated for dual capacitors?
If SR:= shield regeneration, is it
Total SR = SR + 0.5*SR + 0.5*SR = 2*SR or is it Total SR = SR*(1.5)^2 = 2.25 SR
 
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Don't see anything on a fix for adaptive/nonadaptive double-counting for habitability either. I guess I will keep my 70-80% tomb world habitability a bit longer then.
 
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XL Weapon Buff: Nice.
Shield Capacitor Nerf: Nice.
War in Heaven won't Rip Federations Completely Apart: Nice.

All great steps forward! :)

Still waiting on Missile / Torpedo buffs though. Missiles and non-Proton/Neutron Torpedos are horrible right now.
 
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