[Dev Team] 2.0.3 Patch Released [checksum 6da2]

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Benio69

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Several Dev Diaries before release
"With the CB system you'll be able to claim exactly and only the systems you want instead of fighting a war for planets you don't really care about!"
Post release and 3 major patches later
*declare war with vassals at side*
"Ok, I only want these systems"
*vassal claims the enemy's entire fucking empire in war demands*
lol
 

Gratak

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Maybe it can be made into a "Scale Up From Difficulty" selection instead?
Feel like AI still really needs a boost in the early game, just maybe not Grand-Admiral-level one.

Any potential bugs notwithstanding (no game/software is complete without them!), it is a great update though.
Looking forward to more long-term 2.1 as well.

EDIT: come to think of it, since 2.0+ have early/mid/late-game years settings, maybe it'd even make sense to have separate difficulty settings for these three periods instead (ideally with smooth transitions between these).
https://steamcommunity.com/sharedfiles/filedetails/?id=1353784316
 

Zabik

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Thx for the update! Really nice work! Especially the update on FE and AE, since they were hard abused after awakening and dismanteling their ships.

Also I wanted to ask how are you planning to balance the issue of Habitats - science nexus, since even with the nerf, Habitats are way cheaper and more effective in comparison to science nexus. And now with extra 3 tiles, it becomes even worse?
 

godspede

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Disabled Starbases no longer inhibit FTL of hostiles

I'd like a little clarification here... According to the wiki, both Starbases and Strongholds have FTL Inhibitors. I was under the impression that you could already move past a system if you bombarded any Strongholds. How does this change affect that?
 

Keris

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So, build speed basically doesn't help habitats at all, since you can build multiple at a time. Before this change, this perk was useless for habitats. And, gave +100% # of ringworlds/other wonders, reduced to +66% once you have unity ambitions, so basically was as strong as galactic wonders itself is.

Anyway, now it gives +50% ringworlds/other wonders, +33% after unity ambitions, and +25% habitat size (which is actually more like +33% output). So, first off, how do you get "tied completely to habitats" when it helps other wonders just as much?

Second, it still gives guaranteed access to mega engineering, which is still useless for habitats, but allows you to get started on other wonders.

Third, if it was "as strong as galactic wonders" before this change, and they add a habitat effect to it... It would now be stronger, when you have both, right? Galactic wonders is already one of the strongest perks, and master builders would be even stronger.

So, now it's a little weaker if you have just galactic wonders (but still strong at +50% imo) (AND you still saved a perk from before since there's no ring of life anymore), about the same if you have just habitats, and really strong if you have both. Sounds like a good design to me.

But, I understand no one is ever happy about their particular playstyle being nerfed. Personally, I just finished a game where I had galactic wonders, but no habitats. But, I try all different playstyles, so no biggy for me. I'm about to play a habitat+ringworld psi empire with size 250 fleets, I think :p

Yes the 100% are a good boost, as synergistic ascension perk should be, i agreed with its previous nerf, the bonus with the cost reduction was too strong but the 100% build speed was a fair trade, now the perk got changed to mainly support habitat spam because, in my opinion spending an ascension perk for only 50% speed on megastructures and improved habitats is not really worth the effort if you went trough the trouble to not get habitats in the first place, it just really hinders the playstyle of people who like to go the megastructure path in the late game because those things take almost forever to build and cutting that in half was an acceptable trade for the price of an ascension perk.
But this is not just about playstyles there are a multitude of playstyles one can follow to win this game, galactic wonders are actually the wrong turn if you are just aiming for a fast and efficient win.
For me this is about a flat and unnecessary nerf of the Master Builders perk, i don't see what was wrong with it and now it is something completely different, if they just wanted to make it more attractive for habitats then why not just flat out add the bonus. Or like i said in my previous post just rework the habitats in general by turning them into a technology and buffing them with the Voidborne perk instead.

I appreciate the work the devs put into the game, i just don't like this particular change there because in my opinion it is kinda uncalled for.
 

mk-fg

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Ur-Quan Lord 13

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Dont forget that you will make those Habitats much slower now. Also to fill 15 size planets is much slower than to fill 12 size planets instead of simply giving a buff to the "normal" 12 size Habitat buildings. So what this does is that it makes tall catch up to wide play even slower and makes you even more vulnerable. I dont understand how you not see this. Speed matters, or as in Hearts of Iron 4 we would say, speed kills (overrun mechanics)!
Are you talking about build speed of the habitat itself, or build speed in habitats/year as limited by influence?

The build speed of the habitat itself, similar to the time it takes to fill the extra 3 spaces (even without migration or resettlement), is largely inconsequential, like I said.

I can do the math explaining why, if you need me to.

Build speed in habitats/year does matter, and that was cut in half in 2.0.2. This buffs them back up a little.

whether you get Living Metal
???
Hasn't affected build speed for a while now. Sometimes makes me wonder how many people on the forums actually play the game.

It affects build cost, including influence cost.

Which matters most for... Dun dun dun, habitats.

Which, it seems you're also unaware, are in fact a big boost to your research speed, even with 200 influence cost, even at size 12, even if you have ringworlds?

For me this is about a flat and unnecessary nerf of the Master Builders perk, i don't see what was wrong with it and now it is something completely different, if they just wanted to make it more attractive for habitats then why not just flat out add the bonus. Or like i said in my previous post just rework the habitats in general by turning them into a technology and buffing them with the Voidborne perk instead.

I think the reason would be, that with +100% build speed, and a habitat boost, (and mega engineering guaranteed access), master builders would be too strong. Like I said, with just +100% build speed, it is as strong as galactic wonders, by doubling the number of galactic wonder megastructures you can build. With that and a habitat boost, it would be stronger than an already very strong perk.

Now, of course, the change means that if you don't have voidborne, it is no longer as strong as galactic wonders. Is it still worth it? Probably yeah. I'd probably still take it if I have just galactic wonders, and now I'd take it if I have just voidborne, but it's a choice instead of a sure thing. Choices are good, right? I guess we may disagree whether it's ever worth it, and I would be annoyed too if I thought it was useless now. I just don't see it.

If I have both voidborne and ringworlds, which remains a good combo, that's when master builders is a no brainer now.

(Your suggestion of making habitats a tech and voidborne buff them is interesting though, but habitats would have to be nerfed a bit first, as right now they'd be an incredibly strong tech.)
 

gasherbert

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I'd like a little clarification here... According to the wiki, both Starbases and Strongholds have FTL Inhibitors. I was under the impression that you could already move past a system if you bombarded any Strongholds. How does this change affect that?
Starbases are "disabled" for 30 days after their hp is reduced to 0 (or longer, if hostiles remain in system, iirc), and control of a disabled base flips to a nearby fleet. I'm assuming this change means that if your enemy maintains control of (or captures) a disabled starbase, the inhibitor will have no effect.
 

Voidster

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Devs, we have no way to roll back to 2.0.2 while we wait for mods to catch up. This patch completely breaks my current game and now i have no way to load up my previous save. Not very happy here.
 

Theodotus1

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So this has been identified as a problem:

“Currently the AI will not build starbase modules or starbase buildings, though it will allocate funds for Starbases. As such, it's common for the AI to have up to 10000 minerals devoted to starbases that it will never spend.”

Any speculation as to how things got released in that state?
 

LeSingeAffame

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Sometimes I feel bad for letting a small error slipping through the update of my mod. And then this kind of stuff happens x)
It'll be fixed tomorrow or Friday, I'm sure of it, but it's I think funny to see that even with professionals this kind of things can still occur - not trying to make fun of the devs or the team which made a very good job, just saying I can understand how it can happen. Guess I finally have a way to stop playing and get on working!
 

Gratak

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Thanks.
Indeed it is a great mod, and an absolutely stunning piece of work on the inside.
Still, given that "almost there" scaling is already in the base game, would be happier with -1 mod and simplier start + end values.

Have created a suggestion thread for it here:
https://forum.paradoxplaza.com/foru...g-point-for-scaling-difficulty-level.1089975/
Yeah, agree. The main reason why I did the mod was that when they introduced scaling, they hadn't given the possibility to define a starting difficulty. Thus that is also the way I made the most simple settings of my mod: You choose a starting difficulty and can choose whether you want to add scaling to it.
 

urogard

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Maybe make it so you can build multiple ringworlds at a time to make them more viable again. I dont get why we have a limit in the first place, as well as Dyson Spheres etc other than artificially limiting the players for some "balancing" reasons.

I wonder if 2.1 is codenamed "Niven" - after Larry Niven of Ringworld novels fame - exactly because there will be changes in that regard.
That whole arbitrary "can only build 1 megastructure at a time" and "can only build 1 megastructure in total" really results in underwhelming enjoyment of megastructures.