[Dev Team] 2.1.1 patch is now live [checksum d173]

[Dev Team] 2.1.1 patch is now live [checksum d173]

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Jamor

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Hi all, Jamor here.

After a good time in beta in which we were able to get confirmation that the L-Cluster related lag spikes were fixed, and no new critical issues introduced, I'm making 2.1.1 live now as the official version.

#################################################################
######################### VERSION 2.1.1 ###########################
#################################################################

###################
# Free Features
###################

* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
* Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them

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

* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
* Reduced the chance of a Marauder Great Khan dying from noncombat causes
* Rogue Servitors can now allow organics to colonize planets
* Increased AI weight for naval cap & command limit techs
* Increased base weight of terraforming techs
* Reduced Materialist opinion boost towards Machine empires

###################
# UI
###################

* New icon for the L-cluster

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

* AI will now a wait some time before changing AI priority if it recently changed priority

###################
# Performance
###################

* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
* Removed useless recalculation of borders when planet change owners
* Bypass distance cache improvements
* Ensured Starbases owner modifiers are calculated only once, and parallelized that bit
* Parallelizing AI strategy monthly recalc and reducing the number of system evaluated
* More caching of tile related data performance - fixes a performance bug with previous caching of tile related data

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

* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is_event_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
* You can now define in a section template whether its components (turrets etc) should be drawn graphically or not
* Effects that take name (such as create_ship or set_name) can now extract name from scope, ie set_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)

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

* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
* Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
* Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1
* Minor loc polish and fixes to events
* Fixed broken repair costs for ruined buildings
* Fixed the Great Khan being stuck bombarding the planets of Satrapies
* Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit
* Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads
* Added missing check to prevent Sea of Consciousness tech gain exploit
* Fixed the bug where it was impossible to land troops on planets captured by titanic life
* Fixed ruined gateways blocking construction of megastructures
* Fixed construction time being calculated incorrectly for defensive platforms
* Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings
* Fixed ludicrously broken costs for starbase defense platform upgrades
* Added missing selection sound effects for ice asteroids and brown dwarves
* Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets
* World Shaper ascension perk is no longer available to Machine Empires
* Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life
* Autonomous Ship Intellects is no longer marked as a dangerous tech
* Planned Obsolesence can no longer fire for non-materialist empires
* Fixed CTD on loading save game from in game
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type

It's too close to the end of the work week to do it right now, but the plan is to make a new 2.1.2 optional beta branch next week, containing more fixes and improvements. We'll get back to you with more on that shortly, but the key thing for us is to get the really badly needed lag fixes in the hands of the whole playerbase now that they have been confirmed. Thanks again for all your help making sure the release version was sound.

Save files from older versions should be compatible with 2.1.1, but just in case you need to roll back, here's how:

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose the version you want

Have fun playing this weekend!
 

Me_

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Anything new compared to the last beta?
 

Jamor

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Anything new compared to the last beta?
It's just 2.1.1 beta with some loc for new items added. No new code changes, for safety before the weekend. We've got local fixes and that'll go in to a 2.1.2 beta that we make next week.
 

Zero1606

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Have the missing Amoeba and Void Cloud weapons already been reported? Since I downloaded the beta patch I can't add them to my ships even though I have the technologies researched.
 

Auox

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Will you guys still work one performance? after the 2.1.1 patch i am finnaly able to play after opening the l-cluster and not having frezzes that last 10 second every 15 days however im still getting a 1 sec frezz every month
 

Kayden_II

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So, no update today ? ...

It's not that helpful for you, that after 3 weeks, you were BARELY able to fix the newly introduced features of the base-game + your newest DLC into such a stage, that a customer like me could consider to buy your newest DLC ...

There're enough old bugs / problems you have to deal with and I've written "barely" since there're newly occured bugs / problems, which weren't there before ...
Concentrate on this **** since it's time ...

See you later next week !
 

fall back

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So we've ha a major patch and 3 hotfixes in the time since the last hoi dd have you kidnapped there programmers
 

roman566

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Did you update the checksum on the Steam? I cannot start a new game with achievements on due to wrong checksum.
 

Devanor

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* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
Yes!

* World Shaper ascension perk is no longer available to Machine Empires
Including Driven Assimilators?
 

Ezumiyr

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So, no update today ? ...

It's not that helpful for you, that after 3 weeks, you were BARELY able to fix the newly introduced features of the base-game + your newest DLC into such a stage, that a customer like me could consider to buy your newest DLC ...

There're enough old bugs / problems you have to deal with and I've written "barely" since there're newly occured bugs / problems, which weren't there before ...
Concentrate on this **** since it's time ...

See you later next week !
Signature:

HONEST, TEMPERATE, PARANOID, PATIENT !
Laugh of the day, I guess.
 

Scottbert

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Keep up the good work! Love the idea of partial victory, looking forward to seeing it in action!

Lately I've been getting duplicate notifications whenever a new empire contacts me. Has anyone else had this happen?
20180609004152_1.jpg
20180609004136_1.jpg
 

Krein81

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Yep... same here.
 

Vohnkar

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Keep up the good work! Love the idea of partial victory, looking forward to seeing it in action!

Lately I've been getting duplicate notifications whenever a new empire contacts me. Has anyone else had this happen?
Yes, I´m having that too (before the patch at least).