[Dev Team] 1.8.1 opt-in beta patch released [checksum 8a3f]

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Tobasco da Gama

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Uhh, does this mean conquering 100 pops in a war now means 100 months of unity and society? That seems... excessive. Like, Planetary Survey Corps 2: Electric Boogaloo excessive.

Eh, you only get the bonus at the rate that pops are actually assimilated. So you won't be getting 100 months of Unity and Society at a single go, it'll trickle in over the space of a couple of years.
 

Mitchz95

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No fix for Machine World portraits?

HnEANlx.jpg


https://forum.paradoxplaza.com/foru...ine-worlds-have-incomplete-portraits.1045040/
 

Esven

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Yay! But poor Servitors are still underpowered (imho).


I've found the opposite to be true, they seem borderline OP to me and are by far the best for growing tall.

Just look at how far you can push compounding tile bonuses, and this is only at 30% morale.

https://i.imgur.com/oNApyBS.png

https://i.imgur.com/8maP3Su.png

https://i.imgur.com/5pZsT5C.png

You get immortal leaders which are based on the root species even if only one pop of that type exists so it's easy to robomod them to be the best leaders possible with enhanced learning, memory and emotion emulators.

Most planets only have a few good tiles anyway so you get the ability to work only those tiles at more than double efficiency while other tiles go toward unity and maintaining those bonuses.

You never have to worry about unrest from ceded planets.

Your pops always have the best traits because you can just robomod a seperate species for each tile type.

You get all the bonuses of being a gestalt consciousness while still being able to engage in diplomacy. In fact materialists will even like you.

If you make your secondary species conservationist the biotrophy living standard isn't even much of an issue. You can really give them any traits you want because none of the downsides matter except maybe the ones that effect happiness.

I've played three games with them so far, albeit only one of those to the actual victory screen. The start can be a little rough since each of your productive pops cost 100 minerals. So long as you're willing to sit back and use frontier outposts a little more early though so you don't out colonize your production capability things fall into place very quickly and even the Very Hard AI has trouble keeping up with my research. I was on 3 ascension perks in less than 40 years my last play-through, just beeline for paradise domes.
 

OverthinkingThis

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For those who are curious (and don't browse Reddit) here are the DS, FP, DE buffs:

  1. Determined Exterminators: Was +15% weapon damage. Is now +25% Weapon Damage, -25% Ship cost, +33% Naval Capacity
  2. Fanatic Purifiers: Was +33% Attack Speed, 33% Army Damage. Is now +33% Attack Spee,d 33% Army Damage ,-15% Ship Cost, +33% Naval Cap
  3. Devouring Swarm: Was +0.5% Monthly Hull Regeneration, +20% Biology Research Speed, +10% Ship Hull Points,+40% Army damage. Is now +0.5% Monthly Hull Regeneration, +20% Biology Research Speed ,+25% Ship Hull Points,+40% Army damage, -15% Ship Cost, +33% Naval Cap.
courtesy of -The0utsid3r-

==========

To simplify:

All 3 got -15% Ship cost, +33% Naval Cap.

DE got an additional -10% ship cost, 10% weapon damage

DS got and additional 15% Ship Hull points (from 10%)
 

Princess Stabbity

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Thank you for everything! Thank you so much!

From my initial tests it looks like the new species archetypes are working correctly for both traits and genemodding. I'll be updating my mods in a minute!

There's not enough thank you in the world! I'm so happy you responded so fast and listened to our feedback! <3
 

Notho

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Hi all,

I want to first of all thank everyone for giving 1.8/Synthetic Dawn a try. We've spent the time since launch absorbing your feedback and tackling reported issues. We fixed several of these as well as merged in some fixes from before that didn't make it in by code freeze. In order to make sure this new version is as good as it can be, we're going to release it as an OPTIONAL BETA starting right now.

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

- Buffed Processing Hub to produce Unity

- Buffed Machine Worlds to 25% robot production output

- 200 years must pass in-game before a Crisis can occur, up from 150

- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.

- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research

- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)

- Buffed Devouring Swarm, Purifiers and Exterminators

- Assimilators can now research most Genetics techs

- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops

- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis

- Doubled the chance of getting the ""Hotfix"" Warning Signs event

- Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability

- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off

- Planets now only start repairing at full speed 60 days after bombardment ends

- Added some armor penetration to Scourge weapons

- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface

- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare

- Increased the likelihood of High and Medium probability reward options in Shroud events

- Increased likelihood of several unique Shroud events granting special boons to fire

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

- Fixed a bug where the AI would overprioritize food when food stockpile was not full

- Sectors now build robots by default

- Fixed unbidden AI sometimes freezing up when other ED factions spawned

- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights

- AIs will no longer terraform while under crisis attack

- Fixed AI repeatedly asking player to join in a war they had already declined to join

- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe

- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire

- Fixed an issue where the AI would not defend planets it had occupied against enemy attempts to retake it

- Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles

- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away

- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines

- Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend

###################
# Interface
###################

- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

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

- Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits

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

- Ghost Signal no longer affects Synthetically Ascended empires

- Fixed Fallen Empires not making demands due to believing they had been defeated in a war

- Fixed the calculation for winner in democratic election not working correctly in some cases

- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations

- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires

- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)

- Fixed vassals not being able to colonize within their own borders

- Symbol of Purity is now properly restricted to one per planet

- Restored old keyboard shortcut for increasing speed

- Fixed rebel countries sometimes getting one Ethic too many

- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations

- Fixed tributary war demand not working

- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups

- Fixed non-swapped modifier names being used for name-swapped traditions

- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance

- Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them

- Fixed Psionic Ascension not changing founder species, creating a variety of bugs

- Fixed cyborgs getting double leader age boost from species and leader trait

- Fixed the End of the Cycle not properly preying on colonized worlds

- Fixed some issues with fleet reinforcements for crises

- Fixed sector colonization setting not working properly

- Fixed Synthetic Ruler Trait not having an effect

- Fixed the Machine Uprising not taking control of Military Stations properly

- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising

- Machine Empires can no longer research Positronic AI

- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals

- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.

- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built

- Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction

- Fixed issues with not being able to repair Megastructures

- Fixed Decent living standards being available to Assimilating pops

- Psionic expertise can no longer be given as a trait to Machine scientists

- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire

- Removed duplicate percentage sign in Adaptive Ecology Tradition description

- Fixed minor color issue in Contingency diplomatic text

- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world

- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire

- Species that are set to be assimilated will no longer be targeted by Land Appropriation

- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them

- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)

- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"

- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)

- Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.

- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up

- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first

- CTD fix when using a mod with duplicate species class

- CTD fix when using a country that doesn't have a tech module

- Fixed an overflow error causing purged pops to produce massive amounts of resources

- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus

- Fixed refugees being able to flee to planets under colonization

- Fixed bio-trophies not being given an organic sanctuary on migration

- Fix CTD related to modded planet classes

As you can see it has a ton of bugfixes and balance tweaks that we think will greatly improve your experience, and we appreciate you giving it a try to let us know if it's ready to roll out as an official release in the near future.

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "1.8.1_beta"

Anyone else stop at 'cyborg armies' so they could go opt in on the patch?
 

Less2

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For those who are curious (and don't browse Reddit) here are the DS, FP, DE buffs:

  1. Determined Exterminators: Was +15% weapon damage. Is now +25% Weapon Damage, -25% Ship cost, +33% Naval Capacity
  2. Fanatic Purifiers: Was +33% Attack Speed, 33% Army Damage. Is now +33% Attack Spee,d 33% Army Damage ,-15% Ship Cost, +33% Naval Cap
  3. Devouring Swarm: Was +0.5% Monthly Hull Regeneration, +20% Biology Research Speed, +10% Ship Hull Points,+40% Army damage. Is now +0.5% Monthly Hull Regeneration, +20% Biology Research Speed ,+25% Ship Hull Points,+40% Army damage, -15% Ship Cost, +33% Naval Cap.
courtesy of -The0utsid3r-

==========

To simplify:

All 3 got -15% Ship cost, +33% Naval Cap.

DE got an additional -10% ship cost, 10% weapon damage

DS got and additional 15% Ship Hull points (from 10%)

-40% ship cost w/ Prosperity is going to be insaaaaaaaaaaaaaaaane. Rush builds are back on the menu.
 

Horror In The Deep

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- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3%

...and I was so happy that in 1.8 admiral`s skill finally start to mean at least something... of course nothing like in real battles, but at least something...

Wiz, you are doing amazing job, and I`m very grateful for this hot-fix especially because of how fast you reacted when find out a problem with portraits modding.

But don`t you think you are overdoing this "quantity>everything else" thing a little?..
 

EuropaCam

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Wasn't there a bug that if you are a Synthetic Ascended race, and you conquer cyborgs, you couldn't turn them into Synths? Was that fixed as well?
 
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