[Dev Team] 2.2.7 patch released [checksums ea03 and b1a8]

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Defoli Scoyfol

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The upgrade counter that you see when you click on the fleet shows you the percentage the current ship being upgraded is at, not the overall percentage of the entire fleet that has been upgraded. It's possible that this might be what you're seeing and why they eventually all finished their upgrades.
 

Ur-Quan Lord 13

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Anyone else have issues with upgrading ships? I started a new game with this patch and upgrading the initial corvettes does not work. UI says "fleet is being upgraded" but all ships rest at 0% and nothing happens. And yes i do have the alloys required, and ships are docked.

Edit: Maybe a display problem only. After a while the ships were upgraded, strange. Also, the 1st alien race i met sent me a message closing the borders before any other comm occured. Either, the fluid in my bottle is no coke but some kind of alcohol or worse, or there are shennanigans going on in the 2.2.7 release version.

Sounds perfectly logic, however its only like 2210 year in this game, so no special resources involved in ship design yet. Just got blue lasers from an event, and tried to upgrade the starting ships. I didnt expect it so i will have to reproduce this situation to observe closer.

This might be a hidden (and unexplained) feature of the new individual ship upgrade and 90% refund changes:
The upgrade cost displays the cost after the 90% refund
However, you first pay 100% of the cost, then get the 90% refund for old parts after the ship upgrade is complete.
It makes sense, since with the new system upgrades can actually cost net negative resources; if you got those immediately, you could "borrow" resources by queueing an upgrade, spending the refund, and then cancelling.
So, starting to upgrade a ship may be near the entire cost of the corvette. Is it possible your alloys were low enough that you couldn't immediately afford that?
 

VerKer

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So, starting to upgrade a ship may be near the entire cost of the corvette. Is it possible your alloys were low enough that you couldn't immediately afford that?

Hm no, the alloy cost was like 50ish while i had a few hundered banked. I tried to reproduce this in another, new game, with identical mods active, but then it did not happen but upgraded immediately per ship like you would expect it to. No clue.
 

DesruX

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AlphaAsh

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While that may be true, I was replying to someone whose buidings were vanishing, which I am fairly sure is an outdated mod issue.

*nod* I suspect that upon seeing the red exclamation mark, the poster has instinctively de-activated the mod that was providing the buildings and has then continued the save that they were being used in. Hence they vanished. When it would have been better to just ignore the red exclamation mark. I suspect the mod was not outdated, its certification was.

Come down into the trenches Darkrenown, with the modders in the muck on the front-line :D
 

permeakra

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@Jamor Is there any ongoing work or at least plans to rework map generator?

Also, can we expect that one day the engine can handle games with map, number of star systems, number of colonies, star ships and empire x50-x100 of what we can have on max settings on the largest map? Or should we discard even a faintest hope?
 

runrun

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winning a war "impose an ideology" does not always create a new empire with the winner's ethics
ideologie.PNG
me

victoire.PNG
 

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Kuronan

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winning a war "impose an ideology" does not always create a new empire with the winner's ethics
View attachment 469984 me

View attachment 469985
Have you made a bug report with the save file in it? That really helps the devs track down what happened and fix it.

Also, can we please get an acknowledgement on the current status of the Awoken Synthetic Population? Why was their trait removed?
 

ubuntufreakdragon

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Is this the right place to report some bugs I currently expierience with Stelaris (I've quite a huge list) e.g. winning a war of ideology doesn't change the ethics or gov of the looser in 2.2.7.2
 

Arrnea

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Is this the right place to report some bugs I currently expierience with Stelaris (I've quite a huge list) e.g. winning a war of ideology doesn't change the ethics or gov of the looser in 2.2.7.2

No, use the bug reports subforum (you have to register your games on your Paradox account to access it) - but this bug has been reported anyway.
 

Cirenmas

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Hey quick question. Trying to determine if I found a new bug or not for 2.2.7.

I am playing a game ( without mods ) as slavers. I conquered a different race and set my race on the planet's pop screen as the preferred to grow for -20% however after one of my pops grows it switched to the slave species growing even though the locked icon still says my primary species is locked in.

I know there is an outstanding bug with robots pops and synth ascended having this issue however in my game the issue is occurring with my bio pops.

The funny thing is the only reason I noticed is because I turned off glavius ai mod for this game to see what the AI was like without it. When I exit out and turn on glavius ai mod then reload a save the pop stays locked and growing. Exit out turn off mods then reload the save and the bio pop does not stay locked on after growth.

So basically I am curious if having having mods not turned on for a game counts as "not enabled" or if because I have mods downloaded even though am not using them for a specific game if the mods could be the issue.
 

AlphaAsh

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Mods do not affect the game unless they're activated. If they did, that'd be a virus. :p

Activating a mod is basically telling the game "please load the mod's files, and replace any vanilla ones with the mod's files if they have the same name".

The only way a mod could affect the game without being activated, is if you manually put the mod's files in the games installation directory tree, overwriting vanilla files.

Deactivating a mod and continiung a save-game you were using them in is a different matter. Mod 'assets' are not merged into a save-game. They are referenced by pointers. So doing this will likely break an existing save-game, as it is now full of orphaned references. Common symptoms of this are the mod's assets vanishing.

Do not continue a game that had mods activated that you've deactivated. And do not expect a broken save-game to be magically fixed by reactivating the mods you deactivated. Too late, the save-game is usually toast.
 
Last edited:

Cirenmas

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Sorry I did not explain very well. My current game never had mods on when I found what I guess is a bug for bio pop growth.

Only after I saw the issue did I wonder why I had not noticed this bug on my normal games ( with mods). So i saved, exited and enabled mods. Which fixed the bug in the game started and played without mods. I then exited without saving so the save file should not have any additional flags from the mods as it was created and played without mods. Then I turned off mods and reloaded the save file. To find the bug still present as I would expect.

So as you have told me the mod only loads assets when it is activated then the mod did not cause the bug as it existed before I turned on any mods. And in fact something in glavius ai mod fixes the bug (even if starting to use the mod halfway through a game may cause other issues if i were to keep playing with it enabled)
 

Ridixo

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@Jamor or @Darkrenown or any other of the devs. Back when the 2.2.6 patch got out in the patch notes says:

* Added the Legion flag set with six new selectable flag emblems

Still i am using the 2.2.7 normal and default branch and these flags are missing. They appear if you use the 2.2.7 test branch. Isn't suppose that the flags where already launch for all to use outside of the beta branch? I like them, some of them are the right ones i was wishing to have and use in my empires :(
 

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Still i am using the 2.2.7 normal and default branch and these flags are missing. They appear if you use the 2.2.7 test branch. Isn't suppose that the flags where already launch for all to use outside of the beta branch? I like them, some of them are the right ones i was wishing to have and use in my empires :(
We said since that we still need help testing multiplayer on the beta branch, and for this reason the flags stay on the beta branch.
The beta branch is functionally identical to the normal branch right now, with the exception of the multiplayer where we use our own backend for compatibility with other platforms (GOG and Paradox Plaza), if you want the flags you can try it out :)
 

AlphaAsh

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Sorry I did not explain very well. My current game never had mods on when I found what I guess is a bug for bio pop growth.

Only after I saw the issue did I wonder why I had not noticed this bug on my normal games ( with mods). So i saved, exited and enabled mods. Which fixed the bug in the game started and played without mods. I then exited without saving so the save file should not have any additional flags from the mods as it was created and played without mods. Then I turned off mods and reloaded the save file. To find the bug still present as I would expect.

So as you have told me the mod only loads assets when it is activated then the mod did not cause the bug as it existed before I turned on any mods. And in fact something in glavius ai mod fixes the bug (even if starting to use the mod halfway through a game may cause other issues if i were to keep playing with it enabled)

To confirm a bug in vanila: deactivate all mods; start a new game; either 1 - reproduce the bug and report it or 2 - Fail to reproduce the bug.

Whether something is a bug or working-as-intended, the QA team reviewing your report will let you know, or they won't.