[Dev Team] 2.0.2 Beta Patch updated [8.3.2018][checksum 5b9d]

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Ur-Quan Lord 13

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Resource replicators has a bug, pointed out in a different thread.

Quoting:
"Livestock can operate replicators and still provides food in addition to minerals. Not only that, but apparently the hardcoded "don't have building with livestock on it" rule eliminates all energy drain while keeping the mineral production. So all Replicators are a pure +40 minerals/+6 food each. Guessing that the fanatic purifiers' eating/energy eating works too."
Hah, nice. I'm guessing it's the same reason that pops I'm eating still provide -unrest on a fort. So, they deactivated energy costs and tile yields, forgot to deactivate other building effects. Wonder if energy nexus/mineral processing/capital adjacency bonuses also still work with a farmes/purged pop?
 

Person012345

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That would explain why a lot or all of the AI wars I see take decades because after an initial bout of conquering, both sides stop doing anything an wait for WE to tick up.
Actually I'm pretty sure the reason for this is they prioritise un-occupying themselves over everything, so after a bit of conquering they all rush all over their territory trying to unoccupy things and it's very inefficient.
 

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Am I just having the worst luck or did the hotfix to the update break something in scripting? I have failed 4 out of 5 5% and 10% anomalies. I will never know what caused that impact crater on the asteroid because it's come up 5 times now and I've failed every single time. The rest of the anomalies have been kind of 50% success but it's hard to tell if that's favoring certain types of anomalies or what. I've successfully gotten Adrift twice and Orbital Shipyard once and...I think most everything else has failed. Only 15 years in, admittedly, but this is crazytown banana pants luck. Like someone who doesn't like me should go buy a lottery ticket RIGHT NOW if this is just RNG. Now that I've complained of course it will stop and I'll look like an idiot, but hopefully an idiot whose luck is back.

ETA: I was 23 years in actually, tabbed back and just got yet another failure. Reflecting object on planet. I literally don't do anything above 10% risk.

And more: Life signs, 2 planet distress signals succeed, moon on collision trajectory fail. Sample size 4 is terrible, but that's not 5% failure it's 25%, and it's been that or worse for the whole 25 years now. I know a few 'such and such is an exo-planet chunk' +5 minerals have happened, as well. Trying to list which ones worked/which failed in case it isn't RNG. Normally I just chalk it up to that, but really, that impact crater one came up 5 times and failed all 5, which is why I started wondering.

ETAAAA(gain): Okay, fine. It was just a really horrible run for about 20-30 or so anomalies. Either that or something is wonky with +/- bonuses and I outleveled it by hitting 5 and 6's on my scientists. Anyway, since no one else seemed to be experiencing the same I was pretty sure I was just having bum luck.
 
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heliostellar

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Am I just having the worst luck or did the hotfix to the update break something in scripting? I have failed 4 out of 5 5% and 10% anomalies. I will never know what caused that impact crater on the asteroid because it's come up 5 times now and I've failed every single time. The rest of the anomalies have been kind of 50% success but it's hard to tell if that's favoring certain types of anomalies or what. I've successfully gotten Adrift twice and Orbital Shipyard once and...I think most everything else has failed. Only 15 years in, admittedly, but this is crazytown banana pants luck. Like someone who doesn't like me should go buy a lottery ticket RIGHT NOW if this is just RNG. Now that I've complained of course it will stop and I'll look like an idiot, but hopefully an idiot whose luck is back.

ETA: I was 23 years in actually, tabbed back and just got yet another failure. Reflecting object on planet. I literally don't do anything above 10% risk.

I think it's just you...
 

sejemaset

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Am I just having the worst luck or did the hotfix to the update break something in scripting? I have failed 4 out of 5 5% and 10% anomalies. I will never know what caused that impact crater on the asteroid because it's come up 5 times now and I've failed every single time. The rest of the anomalies have been kind of 50% success but it's hard to tell if that's favoring certain types of anomalies or what. I've successfully gotten Adrift twice and Orbital Shipyard once and...I think most everything else has failed. Only 15 years in, admittedly, but this is crazytown banana pants luck. Like someone who doesn't like me should go buy a lottery ticket RIGHT NOW if this is just RNG. Now that I've complained of course it will stop and I'll look like an idiot, but hopefully an idiot whose luck is back.

ETA: I was 23 years in actually, tabbed back and just got yet another failure. Reflecting object on planet. I literally don't do anything above 10% risk.

I ignore all anomalies with higher than a 5% fail risk and I still see a lot of failures.
 

Hyomoto

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@botlord - I typically play tall in the early game before spreading out, so I understand the small empire aspect. But I'm seeing a lot of "everything sucks" syndrome in your post. Now, don't mistake me, I'm not suggesting you have to play the game any particular way. Mod, complain, enjoy. That's your thing. But if I take your post at face value it sounds like you read a bunch of complaints on the forums and chose to play the game a specific way because of that.
 
Last edited:

Ur-Quan Lord 13

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I am having fanatical purifiers drop the civic very early on in two of my new games. Not sure if this is an issue with some of the recent changes.
Yah, I saw this quite a few times. Of 4 or 5 fanatical purifiers, 1 stayed fanatical purifiers and 1 switched away then went back :p

Since it is an irremovable civic that is deactivated by switching ethics, FP should have a major negative (not 100% but mebbe 90%) to ever decide to switch, except between militarist and spiritualist.

One was partially my fault, for force spawning my democratic spiritualist FP. They were pretty much guaranteed to switch to egalitarian, without some code to make it less likely for FEs.
 

Defiler99

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Yah, I saw this quite a few times. Of 4 or 5 fanatical purifiers, 1 stayed fanatical purifiers and 1 switched away then went back :p

Here they are; the aliens with the worst build. They decided to become an Egalitarian dictatorship with a Shadow Council:
stellaris_v2_0_2_egalitarian_purifiers.jpg
 

Ur-Quan Lord 13

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Here they are; the aliens with the worst build. They decided to become an Egalitarian dictatorship with a Shadow Council:
View attachment 344286
Huh.. huuuuh.

So, obviously a bad choice, because their egalitarian faction will be pissed the f off. I don't even know how it got strong enough to switch to, in a dictatorship. Someone imposes ideology? Does that impose ethics without changing authority?

But also, you can't choose dictatorship/imperial if you're egalitarian, or democracy if you're authoritarian, and fanatic locks you into the relative authorities.

I never considered that you might be able to change your ethics to a way that wouldn't allow your current authority :p but of course authority doesn't change.
 

Defiler99

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Huh.. huuuuh.

So, obviously a bad choice, because their egalitarian faction will be pissed the f off. I don't even know how it got strong enough to switch to, in a dictatorship. Someone imposes ideology? Does that impose ethics without changing authority?

But also, you can't choose dictatorship/imperial if you're egalitarian, or democracy if you're authoritarian, and fanatic locks you into the relative authorities.

I never considered that you might be able to change your ethics to a way that wouldn't allow your current authority :p but of course authority doesn't change.

They managed to change on their own; it gave the "After a long period of blah blah, such and such have embraced their Egalitarian faction" popup. I laughed and laughed, especially when I saw that the authority type hadn't changed.
 

sejemaset

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They managed to change on their own; it gave the "After a long period of blah blah, such and such have embraced their Egalitarian faction" popup. I laughed and laughed, especially when I saw that the authority type hadn't changed.

It was my belief that if you changed to invalid ethos for your government and civics you were forced to reform government, at a guess the fact that one of the invalidated civics couldn't be removed it stopped the forced reform.
 

Mastah Jedi

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PARADOX, its been over a week since apoc release, and I still CAN'T play the game. The reason I can not play the game, is because MEGA STRUCTURES (RINGWORLDS and DYSON Sphere) bug. I cant play like that. I always build them. I cant unsee the ringworld hole, or dyson sphere bug. FIX IT PLEASE FOR THE LOVE OF <Diety name here>. I really want to play the game. Thank you!
 

Person012345

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PARADOX, its been over a week since apoc release, and I still CAN'T play the game. The reason I can not play the game, is because MEGA STRUCTURES (RINGWORLDS and DYSON Sphere) bug. I cant play like that. I always build them. I cant unsee the ringworld hole, or dyson sphere bug. FIX IT PLEASE FOR THE LOVE OF <Diety name here>. I really want to play the game. Thank you!
LiterallyUnplayable
 

Capt.Picard

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Hi Devs,

Thanks for all the work that has been going into the patches it is appreciated, however we keep having multiple out of sync issues on several multiplayer game sessions over 2 weeks now, it always seem to happen near 2300.Please see below screenshots. This has ruined multiple good multiplayer sessions. This was two OOS events back to back after player rejoin. We have tried reloading, changing host, trying different saves and it keeps going out of sync.

OOS.PNG


OOS2.PNG
 

HellJumper256

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Hi all, Jamor here again.

We're ready with the latest round of updates to the 2.0.2 rolling beta, building upon what was done in the Tuesday update. I'm making it live right now. Progress is ongoing and we're knocking off as many critical bugs and balance items as we can, and I'll continue to push those to you at reasonable intervals. Will let you know as soon as a new version is ready, as always. In the meantime, thanks so much for all you feedback! It really does help in the end, even if we can't act on all of it right away.

#################################################################
######################## VERSION 2.0.2c ###########################
#################################################################

###################
# Feature
###################
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructures resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target
* Added event that lets countries with a Chosen One become a Divine Empire
* Adjusted fleet formations so that titans try to position themselves more in the middle of a fleet and avoid face-tanking the enemy
* Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4
* Increased max starbase capacity to 100
* Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders
* Assist Research is no longer researched by technology, and is instead unlocked by a Discovery tradition


###################
# Balance
###################
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Reduced War Exhaustion per ship and army killed
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* You now get war exhaustion a bit slower while fighting a Liberation War
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation
* AI Empires now gets pirates
* Normalized unique Leviathan building costs. Ether Drake Shrine, Dragonslayer Monument, and Stellar Devourer Trophy now all cost 800 minerals and take one year to build
* Post-Apocalyptic civic starts with a more balanced home world, because even Max Rockatansky cannot live on gasoline alone
* The "Scout" Admiral trait will now first appear after Gravitic Sensors tech has been researched
* Global Pacifier and Neutron Sweep can now be used to neutralize Prethoryn infested worlds
* Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again
* Increased combat disengage chance for Titans
* Increased max number of Titans from to 3 to 20
* Resource Replicators mineral production increased from 30 to 40
* Raised starbase max cap to 999
* Raised naval max cap to 9999
* Psionic Shields can no longer be reverse-engineered
* Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute


# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now express their raison d'etre by having the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity
* Fleet Levies now makes all subject (not just vassal) Pops count towards overlord's naval capacity instead of giving a fraction of vassal naval capacity (as the latter resulted in getting huge amounts of naval capacity from techs of 1-system vassals)
* Faith in Science now gives 3 months of Unity production per tech unlocked instead of adding Unity production to assist research
* To Boldly Go now gives +50% science ship disengage chance instead of +30 science ship evasion
* Planetary Survey Corps has been replaced with Databank Uplinks; which unlocks Assist Research (techs related to Assist Research are no longer researchable, and base effect was buffed)


# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires
* Executive Vigor effect on edict duration reduced from +100% to +50%
* Grasp the Void effect on starbase capacity increased from +4 to +5

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifiers no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit
* Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)
* Expanding changes from "distance" trigger to "distance_to_empire" trigger distance_to_empire = { who = <target> type = <hyperlane/euclidean> uses_bypass = <yes/no> } uses hyperlane and bypasses by default, the empire in "who" is used to determine bypass usage
* Reworked distance trigger. It now works: distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }" ); type = hyperlane/euclidean (hyperlane by default) uses_bypass: yes/no (yes by default) whether to use bypasses (wormholes/gateways) when evaluating distance bypass_empire is used to determine what bypass can be used. This parameter is ignored if uses_bypass=false if unset, bypasses will be ignored min_jumps and max_jumps work the same as min/max, except in number of jumps instead of distance units. These parameters are ignore if 0, or if the type isn't hyperlane


###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to accurately reflect what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fixed a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade gets available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fix a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fixed crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse
* Fixed being able to build Trading Hubs in primitive systems
* Defense platforms that are over cap are now deleted when downgrading a starbase
* Unless a megastructure is set to be built outside gravity wells it MUST have a planet set to be built
* Description texts for the exterminator civic updated to reflect ship build cost
* Colony ships now also get reduced ship cost if there is a modifier for it
* Fixed a bug where tradition cost did not increase per planet, but rather cost per system twice instead
* Fixed issue where Prethoryn Defeated happiness modifier was not applied to militarists correctly
* Fixed a crash when sorting the war logs more than once
* Crashfix when trying to send a message that couldn't be created
* You can no longer stop the building of other empire's robot
* You can no longer save a ship design if that name is already used by a ship design for another ship size
* Fixed a bug where polytechnic education tradition effect did not match tooltip
* Fixed so that expansion traditions adopt bonus is now the same for all types of empires, instead of using the old value for hive minds and machine empires
* Contingency sterilization hubs can now be properly neutralized by World Crackers and Global Pacifiers
* Fixed species being able to spawn with Serviles trait
* Fixed Colossus and Containment CBs not being correctly applied
* No longer possible to lose a rival you're at war with due to strength differences
* Growing pops are now always killed when a planet is bombarded into a tomb world
* Fixed a bug where Prethoryn could end up with non-infested planets which could not be bombarded
* Fleet capacity now displayed correctly for fleets that should not have any. Also, the "open fleet manager" button in the fleet view is disabled for fleets that the player does not have a fleet template for (alliance fleets)
* Fixed misaligned constructed ringworld segments
* Fixed Casus Belli notification spam
* Synthetically Ascended empires no longer get the Ghost Signal modifier on newly constructed Pops
* Fixed issue with Gateway construction event incorrectly firing when someone else activated a Gateway in your system
* Wormholes and Gateways are now taken into consideration when checking if empires are neighbors
* Fixed "Go To" location and typo in "Habitat Complete" event
* Event ships now get proper fleets with templates, but are blocked from cheat building through fleet manager
* Marauder raiding fleets now go after mining/research stations of their intended target, and scale properly according to difficulty
* Robotic workers are now automatically allowed when you synthetically ascend

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 "2.0.2_beta"



ive tested the patch and the enigmatic fortress still repairs itself and is unable to be investigated
 

Procrasturbat0r

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Is there a bug in 2.0.2 with CBs against fallen empires? It shows "Containment" CB on the diplomacy screen, but there's no war goal to select on war declaration screen. FE is "ancient caretakers" machine hive mind that I have a border with. I could use the same CB against normal machine empires (not FE ) earlier in the same playthrough.
Same issue in my game, really want to take those ruined ringworlds :/
 
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