[Dev Team] 2.0.4 Patch Released [checksum f368]

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Rayki

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Normally I would not, but 2.0.4 has been live long enough for us to feel pretty confident about it, and we didn't want to keep this many valuable fixes hidden behind the beta wall forever. We'll of course monitor how it goes. There are still things we want to fix (in game dev, there's ALWAYS more things you want to fix), but the bigger a patch gets, the longer you guys have to wait and the more difficult testing it becomes, because of all the moving parts. We've got a good milestone here.

To be honest I'd be happy to wait, for a month or more if necessary, as long as the bugs get fixed. At least finish the Scaling feature in the settings that has been "experimental" for so long and has enough problems to force the Mod community to create UI mods simply for resolution changes. In my opinion "pretty confident" is a LONG stretch from "Fairly Certain", and both are further still from "Completely Stable", most people are subscribed to the Beta anyway because of the existing bugs so it's not really "hidden behind the beta wall", just keep working on those bugs a little longer and I doubt anyone will care much as long as the bugs get fixed. "There are still things we want to fix..." So please by all means go ahead and fix them. "A good milestone" should never be a reason to push half-finished fixes, it should be about finishing the fixes and making sure it all works, let the event create the milestone, not just a production schedule.

I propose you look at the production methodology and find a system that relies on product testing to create effective solutions, iterations based on full fixes and move away from this date driven development where you set a date and then race toward it as best you can but miss things along the way because you're already starting in a hurry. Deadlines are great in some projects but in this scenario I believe you are doing your product more harm than good. Please drop this timed release profile and focus on stable iterations instead, we WILL wait, gamers will always wait for a good game, but they won't always struggle on with a bugged product in the hopes it gets better down the track. Actually that's the biggest reason I stopped supporting EA, development time-frames had them pumping out buggy and broken games and not providing effective patches because of timed support for the product, after a month or two they move to another project.

I love Stellaris as it is exactly what I've wanted in 4X for a long time, but at the same time I hate it because every time I think I can play a full game there's another bug which breaks the gameplay at some point, like the AI which is horrible, bad, atrocious, ridiculous, flawed, broken, bugged oh and did I say horrible? Last game I played I wanted a war to end between two AI so I could adjust my fleets to combat one of the empires, but the winning empire sat there occupying the enemy systems and refused to actually invade the final world to gain a definitive win, there was no reason for the hold up, the last planet had 3 defending armies, they had 17 attacking armies in the next system, but after 120 years and 100% war exhaustion on both sides they still wouldn't end it by simply landing those 17 armies on that last planet. That scenario wouldn't happen in any reality, but it certainly happened in Stellaris, that's not Artificial Intelligence, it's Artificial Stupidity. I did end up just invading and utterly steamrolled the "winning" empire despite them having more territory and larger fleets because they were weakened by the war exhaustion they faced in the other war that they refused to end. Had they won their war I was ready to seek an alliance to face others because I knew they'd be more powerful, but because they wouldn't move I decided they were weak and punished them severely.

I'm not meaning to have a go at the Dev team or anything, but there are bigger problems here than timed release patches can fix, please just focus on the AI alone for one patch, then the balance for the next and so on and release them when they work, not just when the date says they should be out or you'll compound the problem with even more errors. I wish the Dev team well and only want to see you succeed.
 
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Obi

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I didnt play for awhile,last i played was 2.0 where ship upkeep was very high.Can someone tell me was that fixed in this new patches?
 

Takfloyd

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The "invalid contact location" stuff is probably the STILL unfixed bugs that happen when you meet new empires via comms trading, where you get a message saying "we have discovered alien ships" right after you establish communications with them, with the position given as your capital planet (probably the default failsafe). Sometimes there's not even a contact screen at all.
 

RoaringSheep1116

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Did a test run on 2.0.5 Multiplayer with a friend, desync-issues are not as overwhelming as before, the one we have encountered though was the "pop modifier" issue.
 
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EltharinFireDragon

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2.0 was never meant to remove doomstacks. The goal was to sop doomstack being the best and only viable strategy. You can already play with doomstacks if you want, by grouping all your fleets in the same place. But since it's now considerably slower to move your fleets, it's probably not always the best idea.


But what does it matter, the computer plays with doom stacks or close enough too that if you have two seperate races attack you you will never survive either of the attacks but too pull back pull all your fleets together and then attack. If their is a second attacker you are done, So after that i accept i have lost but then too have the enemy each take two territories after they have subjugated 15 in a turf war is just insulting. if you beat me fair enough but to make the enemies idiots and completely careless of economics is insultiing
 

EltharinFireDragon

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I would like to further say, i have noticed that if the ai teams up with you it does not make decisions, it does not go after its own war goals, it has very little rhyme or reason to do very much of anything except seemingly take up territory near you not them. it would have been nice in some of my wars to actually have an ally that engaged the enemy instead of having to capture my targets then my comrades so i could end the war at great loss to myself and my "comrade" quite fine really as he never engaged.
As we all seem to call them death stacks i would assume you have some rhyme or reason for this as it means they never protect the vast amount of their borders and only use hoard techniques. Great if only one enemy but two messes with that. Find a better idea for the ai, it at this point seems the weakest part of your game.
 

Abbta

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Is there any chance for a Ship design window in the future? Where you can like just rename classes of ships etc? Right now I am kinda bummed that civilian ship classes can't be renamed. I really understand the reason for removing ship design for those but naming them imo should stippl be an option. Any potential to re adding that in the future?
 

James Fire

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One of my friends found 'File 'mod/ugc_911635167.mod' should be in utf8-bom encoding (will try to use it anyways)'
That's a harmless error.

For the non-laymans:

That error will always show up. The launcher wants the MOD file to be encoded that way, but ironically can't read it. It has no problems using the MOD file the way it is, so just ignore that error.
 

Moah

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After installing today's patch and loading our in-progress multiplayer match, the game desynced immediately with a POP_MODIFIER error. We saved and reloaded, and it was fine after that, no further desyncs - though we are still in the early game.
Do you have the original save? I'd be interested in reproducing this here.
 

Moah

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After a fresh installation of Stellaris (2.0.5 Beta) we could play it for about a hour without desyns. Now again we have the POP_MODIFIER desync. With the following messages in de error.log
If you have a save that always desync when loaded in MP, please share it with us.
 

Stavr.V

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I don't play MP, but have a quick question. Since 2.0, where performance was great to me, I noticed a great drop of performance, so now I can barely get to the mid game (after 100 years on galaxy sizes from 400 to 1000) and when khan can awake, I'm usually done with that game. In pre/and 2.0 I used to play only 1000s galaxy max AIs and it was ok till late game crisis, but now it's not ok so even 400s map, 6 AIs and 100 years after. What can be a reason if my specs are the same?
 

Rayki

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@Jamor @Wiz Come on guys at least acknowledge the dozens of complaints about AI and let us know you're working on it. I even directed my post at Jamor by quoting and got nothing...It's enough to make a grown man cry.

I suggest you download some of the AI mods and see what others have done and incorporate that in the base game, that's the easy way and any modder should be happy as Larry that you chose their code to use.
 

Zag14

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@Jamor @Wiz Come on guys at least acknowledge the dozens of complaints about AI and let us know you're working on it. I even directed my post at Jamor by quoting and got nothing...It's enough to make a grown man cry.

I suggest you download some of the AI mods and see what others have done and incorporate that in the base game, that's the easy way and any modder should be happy as Larry that you chose their code to use.
yep, have same issue