[Dev Team] 2.2.4 patch released, and 2.2.5 beta available [checksums 0019 & aab4]

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Molikroth

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Yeah, I've got that too. I assumed it was from a mod I'm running but I've turned off all building-related mods and I'm still seeing it.

Are you running Glavius' AI mod? Because I'm pretty sure that's where it's from. I saw it yesterday when I was playing before the 2.2.5 patch dropped today.
 

Guilliman88

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* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game
reload

best fix <3

Thank you :> This bug really messed with my mod's user experience
 

ViolentBeetle

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I've got a bit of a question, since there's all sorts of new building triggers coming to live - how do I handle primitive capitals in my mods? Are they going to convert if I list them to convert? Should I use destroy trigger?
 

PeterPancake

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# Balancing
Much need pop-growth adjustment. Less Consumer Good cost for pops living on low habitality planets
Mineral Extraction got quite a hard push again. Slighty curious. Something to do with Refineries, Arcology and the non-existence of minerals on Ring World and Habitat.
Okay, overall buff for Resource Districts (maybe utilize more often housing Districts).

# UI
- Proposed Commercial Pacts don't give me the Benefits (only if I do ask them).
- Research Agreements have only the technology level (victory log) and the constant bickering of the AI as an indicator for your desire for agreements

# AI
- Max. 2 Buildings per planet isn't a good solution in regards to Alloy Foundry and Consumer Goods less research lab
- Maybe they should be focused more on buildings districts and less on the utilizing of a new building slot
- Luckily you adressed the problem building for slots sake. Should help the AI with the problem of promoting jobs

# Bugfix
Yes, I do hope promoting is now more smooth. Let's look how that fares with gene-modding and multi-species empires.
Bubbles thought he can take the pirates alone. He was wrong. I would like to let him retire instead.


Would like to see some change in Trade. Starbases focused on Trade Hubs don't collect Trade on systems with a starbase (without Trade Hubs). I am disincentivized to build starbases on systems with planets that are 1-3 jumps away and risk even more piracy. As of right now either i beeline starbases to get as much Deep Space Black Sites or I just don't even collect Trade.

As sector management got a sticky. I do hope for some changes in the near future.
 

Moah

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When attempting to host games on the 2.2.4 beta, my friends and I would repeatedly run into a bug where it complained about firewall settings, which eventually forced us back to 2.2.3. I didn't scroll through the entire bugfix list but a few quck ctrl+fs didn't lead me to anything related to it... Will this have been fixed now that 2.2.4 is live?
This shouldn't happen in the live 2.2.4.

Secondly - the single best thing you could do for the AI in Stellaris (that isn't fixable by modders) is to have it consider distance in its calculations about where to send its fleets AND construction ships. Watch the AI play the game for even 10 minutes and it becomes immediately apparent that either distance is not a consideration, or is valued far too little in whatever equation exists. Construction ships for example will build a new starbase, and then fly 900 days away to build a mining base when there are multiple available in the system where they just finished.
We're currently working on these issues for the AI.

Any chance we could get sliders that affect the amount/quality of planetary features and space deposits, like the ones for the amount of habitable planets and primitives, in a later patch?
There's a chance but the problem right now is we have so many sliders already, we badly need a start screen redesign. One was in the works, and we'll probably resurrect it at some point in the future, but not the near future.

SO MANY FIXES AND BALANCE CHANGES! :eek: The support PDS provides for its games and customers is why I always come back for more. :)
Thank you! We're glad you enjoy it :)

Will Hive Minds get any tweaks, or would you consider them in a good spot already?
Well, this is a personal opinion and not necessarily shared by the design team, but I find them OP, so...

I've got a bit of a question, since there's all sorts of new building triggers coming to live - how do I handle primitive capitals in my mods? Are they going to convert if I list them to convert? Should I use destroy trigger?
If you want them to convert, you'll need to give them a convert building list, and the potential triggers will be used to determine when the building is no longer viable.
If you only want the building to get destroyed in specific circumstances, you should use the destroy trigger (and not use the potential trigger for this)
 

bmc

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Two fixes I would love to see and I was surprised not to in this batch:
1) pathfinding always codesch to go through l-gates as fastest route, even when I don't have access to mode within the territory occupying the l-sector.
2) cannot cancel guarantee independence glitch with empires that have gained independence (in my case, from a former horde) but not by rebellion.
 

RoverStorm

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Well, this is a personal opinion and not necessarily shared by the design team, but I find them OP, so...
Oh interesting. On paper they have some weak looking mechanics, such as no level 4 unity building and fewer synapse drones on their upgraded hive capital. But the sheer pop numbers and growth speed is hard to argue with.

I think Hive Minds are the funnest empire right now, mind you, I was just curious since hive minds and machine empires are frequently compared ATM and this beta patch just hyper buffed machines (which really needed it though).

EDIt: Oh and is Post-Apocalyptic receiving both survivor and tomb world habitability intended? I mean my OCD screams whenever I see the survivor trait because I know that tomb world habitability already exists, but having them both on the same species from the start feels a little weird. I'd love to see Tomb World Habitability remain, if only for my OCD.
 

Bearinger

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* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!

How Exactly was this fixed?
Was a timer added to reduce the rate they switched jobs, or do they not switch jobs at all, and the new specialist jobs just wait for pop growth to fill them?
The "No social mobility for you!" line, makes me think its the second option.
 

ViolentBeetle

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If you want them to convert, you'll need to give them a convert building list, and the potential triggers will be used to determine when the building is no longer viable.
If you only want the building to get destroyed in specific circumstances, you should use the destroy trigger (and not use the potential trigger for this)
You sure about that? Entries in 11_primitive_buildings use both, ie "building_stone_palace"

Code:
    potential = {
       exists = owner
       owner = {
           is_primitive = yes
           OR = {
               has_country_flag = bronze_age
               has_country_flag = iron_age
               has_country_flag = late_medieval_age
               has_country_flag = renaissance_age
               has_country_flag = steam_age
           }
       }
   }

   destroy_trigger = {
       exists = owner
       owner = {
           is_primitive = no
       }
   }

   convert_to = {
       building_hive_capital
       building_machine_capital
       building_colony_shelter
   }
 

laptor

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There are a lot of production increases included, I'm curious if that might not be a bit too much of "bettering".

In addition, I often read machine empire, but was not the hive mind somewhat broken as well?
 

That One Scrub

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Since Citizen Service got a buff, is there any chance we could see a similar buff for Warrior Culture?
I think +1 Unity per Soldier job would be totally reasonable, personally, as +20% Army damage and -20% Army upkeep is arguably weaker than +15% Naval Capacity, anyway.
There are of course, many other options, but I'd love to see a small nudge for the civic.

...Well, either that, or a general buff for ground combat being able to act as a semi-viable alternative to space combat. Like, a 'Hostile Landing' tech that allows a ground invasion even while the system's fortress is still alive, maybe. *shrug*
 

The Founder

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Bug with Rogue Servitors:
They have 2 housing and 2 jobs for drones to few.