Beta Patch 1.1.0 (Clarke) Released [checksum ed47] - Not For Problem Reports!

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-Marauder-

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* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
Why? This makes small planets virtually useless. Hell worse than useless, it makes them a hindrance. They drag you down and they weren't all that great to begin with! Anything below 10 which is where you break even has no reason to be settled unless you desperately need that territory.

Also, the "fix" to ethics appears to drive pops away from the empires ethics even with MASSIVE negative divergence. There's people who have this occuring from the get go and others who have stacked huge negative divergence but their pops are going astray en masse anyway.

I'm a bit sad that apparently aggressive computers not giving their boni, aswell as defensive computers causing weird behaviours in fleet two pretty seriously bugs seem to have been, overloked?
 
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Memoryjar

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Tried it yesterday one or two hour from a new scratch. Fanatic Materialist - Pacifist (yes, I like turtle game).

Early quests : Fixed.
Civilian border access : Fixed.
Aggressiveness : Damned I need to to build corvettes now.
Tech penalty : I didn't yet see it. 3 planets in 10 years but you'll have so much debris and anomalies in early games and quests give you a bunch of extra science points. That penalty will hurt you in mid-game, I think not further before 1.1 patch. I'll see tonight.
Early aliens (crystalline, voids...) : Seems to have some annoying stack. I had one 400 and two 600 near my main system. Lost 1K of corvettes against those 600 stacks.
Upgrade ships : Boost. Clearly, now you check to be certain you clicked to upgrade as fast it is now.
 
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WuphonsReach

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I also noticed that the early aliens are stronger then they where, wonder why, perhaps the changes in calculations, i have no idea if it is intended or not

I've found it to be mixed. Some of the old fauna that would have been 120-150 power are now 75 power, others don't seem to have changed. There were always high-power crystal elites before, and the wormhole fauna was always pretty string.
 

Warial

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Just wait till they fix it, this 1.1 Beta is shit. lmao they should feel so bad for releasing it as a beta LOL
You know what beta does mean, right?
 
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Zoft

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We have updated the beta patch, patch notes and checksum updated in this thread.

- Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
- Custom ruler and heir titles will now be properly saved and loaded.
- Fixed armies being stuck on planets
- Planets recaptured from the AI empire will no longer randomly become Tundra worlds
- Fixed the AI empire having highly self-destructive ideas about AI legality
- Colonizeable tooltip in galaxy map lists reason for unable to colonize in delayed
 
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myarta

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I also noticed that the early aliens are stronger then they where, wonder why, perhaps the changes in calculations, i have no idea if it is intended or not

Each tier of thrusters, including the first, got nerfed to avoid the corvette stacking strategy. So if you are used to fighting them with T1 thrusters, you have 5% points off your evasion prepatch. And the new T2 thrusters are 10% off what the old T2 were. Also, if you had been getting T2 sensors pretty early, they fixed the bug where equipping them made your ships 100% accurate (not that you couldn't miss, since enemy evasion still factored in). So between those two effects, I remember hitting a point where creature enemies were laughably easy compared to their MP score. Now that's fixed, so you can expect those battles to be a little tougher.
 
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Razzlie

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Why? This makes small planets virtually useless. Hell worse than useless, it makes them a hindrance. They drag you down and they weren't all that great to begin with! Anything below 10 which is where you break even has no reason to be settled unless you desperately need that territory.

Also, the "fix" to ethics appears to drive pops away from the empires ethics even with MASSIVE negative divergence. There's people who have this occuring from the get go and others who have stacked huge negative divergence but their pops are going astray en masse anyway.

I'm a bit sad that apparently aggressive computers not giving their boni, aswell as defensive computers causing weird behaviours in fleet two pretty seriously bugs seem to have been, overloked?

The smallest planet size is 9 (or 8?), and highest is 25, and in that case with the old values you were looking at +16% tech cost with 8 tiles, and with the new values +18% tech cost.
 
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Arizal

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- Planets recaptured from the AI empire will no longer randomly become Tundra worlds

That bug is hilarious. How did that come to be?
 
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ergzay

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I don't follow you. What are you referring to?

Before you would have several modifiers to ethics divergence like "Happy +10%" "Distance from capital -11.5%" "Individualist -10%" etc then these would all be multiplied by 10% to give you a resultant divergence of -1.15%. Now that 10% multiplier is gone and that divergence is now -10.5% which is 10x more likely.
 
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Memoryjar

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Now that's fixed, so you can expect those battles to be a little tougher.

I noticed, combat is thougher. Pre-patch equivalent stack force was a clean-sheet victory. Now it's tied. ButI was surprised to still saw some 400 or 600 stacks. I used to fight 150 or 200 one. My bigger early ennemies pre-patch in my games was pirates with 300 at all.
 

ORCACommander

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The smallest planet size is 9 (or 8?), and highest is 25, and in that case with the old values you were looking at +16% tech cost with 8 tiles, and with the new values +18% tech cost.
I want to say i have seen a size 6 but i can't be arsed to go through hundreds of planets across half a dozen saves to find it
 
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Ihit

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They were getting minus happiness on Sentinent AI's (androids) for some of the policies for having let's say Spiritualist Ethos gained from Empire.

And small edit: Quite a few people on reddit are reporting constant crashes with this new hotfix.