[Dev Team] 2.2.1 Hotfix [checksum bbf4] and stellaris_test beta branch Released

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Sigma 582

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A bug/defect in design in internal/galactic market that basically renders the game being pointless after a while:
Note that when you sell/buy on the market, you have impact on the price of whatever good you are trading (which makes sense), However, there is a defect in the selling/buying prices: suppose you get a -10% trading fee civic. Then after a while you can buy 10k mineral using some energy credits, which results in price of mineral being higher, and then immediately sell them back at a HIGHER price than you paid for (free energy credits! you can try yourself).
Oh, I remember abusing this kind of behaviour in Fable 1 about 10 (15?) years ago. It definitely should work like you said.
 

Alblaka

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Hurray for hotfix on ETA+1d, awww for it not addressing bugs (yet).
Looking forward to being a guinea Blorg for the testing branch.
 

FiddleSticks96

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No rare features huh? Could have fooled me with that x1 rare features on display. I checked, and there really are no rare features on that planet. This isn't really a major issue but it is still technically a display bug caused by something from somewhere, so I thought I'd post it here. If this happens often enough it could be misleading and tedious.

no rare.jpg
 

Karath

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There is a bug that couses new democratic rulers to spawn without traits. I tested it on many different empires and it doesnt work even with AI. Only 1st leader spawn with traits but after election, boom noone have it.
 

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AlexnChaos

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now if they would just fix Machine Empires, Food Research showing up where it's not welcome, not caretakers getting the silly Food to Energy building, massively less energy income per turn thanks to not having any trade *which is understandable, but it would be nice if there was something to make up for it, as it is it massively slows down Machine Empires*
 

FiddleSticks96

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There is a bug that couses new democratic rulers to spawn without traits. I tested it on many different empires and it doesnt work even with AI. Only 1st leader spawn with traits but after election, boom noone have it.

This bug is not restricted to democratic rulers. Nearly all government types seem to be affected. As an Imperial Authority my starting ruler didn't even have traits.
 

Ethranoch

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Report

Livestock pops forced to population controlled. Assuming this is a bug since the tooltip says that a requirement is that they are NOT undesirables (which they aren't), which suggests I should be allowed to set them to no population controls.

Playing as Hive Mind
They are primitives
Have not gotten to test pops from other empires
... yet.
 

FiddleSticks96

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@Jamor Found a few more bugs/oddities.

1) The local Crime Syndicate established a branch office on my capitol world and it was removed via a "raid" event the very next month. A little quick on the draw don't you think?

2) The Galactic Market Hub Nomination Decision can be used on a planet twice. The second modifier is weaker than the other. I have no idea how this affects the galactic market host bid.

3) Not a major issue, but Megacorporations do not have proper diplomacy dialogue when ending a rivalry with them, causing the message to default to "Greetings!" I have not tested this with a Crime Syndicate or MegaChurch, but I have both as neighbors so we will see.

Greetings.jpg


As a final note, robots, and especially machine empires, need some tweaking. The near impossibility to get the right pops working the right jobs has actually increased "micromanagement" for machine empires in particular, who are supposed to be the kings of efficiency. Robots also cost a ludicrous amount to produce now and are actually built slower than organic pops, which has never been the case until now. I know that the advantage of having robots is having 2 sources of pop growth but machine empires don't get that, meaning they really got the short end of the stick in this update. @Krahhl pointed out the [Dev Team] Le Guin update (2.2.0) Released [checksum 0d1c] thread that, at the current going rate, a single robotic pop takes ~10 years to pay its own cost back, and that is assuming it is working minerals. Machine empires at least should get a buff to their growth rate or a few more early game techs to give them better growth rate. The cost of robot production should also be reduced, at least for machine empires if not across the board.
 
Last edited:

ExileofBrokenSky

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Loving Le Guin, but one bug I encountered happened when I completed the Horizon Signal and our friendly neighborhood worm turned all the planets in my system into tomb worlds, which is fair enough, but every single one of the previously barren worlds that was now a tomb world could only have city districts and nothing else built on them. Even if I Terraform them, they can only have city districts. I'm thinking that they should either stay barren/molten/toxic planets when the worm dances for us, or that they should get a selection of at least mining/generator districts, having no food does kind of make sense though.

It is handy for making an ecumenopolis though :)
 

Duuk

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...anybody else getting a checksum of 99ed on v2.2.1?
 

OriensD

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...anybody else getting a checksum of 99ed on v2.2.1?
.I have the same, if only it is properly reflected in the game, and I don't care.

We are one day in to the release of 2.2 Le Guin/MegaCorp. Thanks to everyone who's tried it out and given us valuable feedback already, which is extremely helpful for our post-launch support efforts.

...

Changelog for stellaris_test [checksum currently 99ed, but will change as we add more to it]:
 
Last edited:

FiddleSticks96

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Ok, I've only gone down the psionic path once, but I seem to remember that the Psychic trait for leaders unlocked with Mind Over Matter. Am I wrong? I could have sworn it did but none of my leaders have the Psychic trait and yet I can recruit leaders who do have it.
 

Makhpella

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Mind over Matter grants pops Latent Psionic trait and some leaders can awaken as Psychics, while Transcendence gives Psionic species trait and all leaders become Psychics, if I remember right. Haven't played regular empires in a long time.
 

RabbaDooDabba

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While we are on Mind over Matter, has the founder species bug been fixed in 2.2 or 2.2.1 ? I cannot play at the moment so I can't check it :(
 

FiddleSticks96

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While we are on Mind over Matter, has the founder species bug been fixed in 2.2 or 2.2.1 ? I cannot play at the moment so I can't check it :(

The only bug that has been fixed in 2.2.1 is an issue that was causing the game to crash on launching a new game for some users. To be fair, it was practically an overnight hotfix. I'm certain more will follow in a few days. But seriously, some of the current bugs are really REALLY annoying (like rulers not having traits).
 

Vanhal

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On a plus side i must say that it is nowhere near the level of bugginess (i believe they used the term "unplayable") this one Reddit thread and few threads here would want us to believe.
 

FiddleSticks96

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@Jamor Are Fallen Empires supposed to be ranked on the victory screen? Because they are, and trying to beat their score is something else.